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return {
		WIND_WALKER = {
			DisplayName = "WIND_WALKER_DisplayName",
			DisplayNameRef = "Erratic Wisp",
			Description = "WIND_WALKER_Description",
			DescriptionRef = "Cause target character to teleport in random direction each time when they are attacked. Increases Air Resistance by [1]%.",
		},
		CASANOVA_STATUS = {
			StatusType = "ACTIVE_DEFENSE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CASANOVA_STATUS_DisplayName",
			DisplayNameRef = "Tyrant's Charm",
			Description = "CASANOVA_STATUS_Description",
			DescriptionRef = "Approaching hostiles will be charmed.",
			Icon = "DOS_Icon_Charm_Aura",
			FormatColor = "Green",
			StatsId = "Stats_CharmAura",
			StackId = "Stats_CharmAura",
			TargetEffect = "RS3_FX_CharmedAura",
			Projectile = "Projectile_Status_CharmAura",
			Radius = 3,
			Charges = 999,
			TargetConditions = "Character;Enemy;NonSelf",
			ShouldAttachToCaster = true,
		},
		FLAMING_TONGUES = {
			StatusType = "ACTIVE_DEFENSE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FLAMING_TONGUES_DisplayName",
			DisplayNameRef = "Flaming Tongues",
			Description = "FLAMING_TONGUES_Description",
			DescriptionRef = "Approaching hostiles will be blasted with fire damage.",
			Icon = "Skill_Fire_FlamingTongues",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_FlamingTongues_01",
			StatsId = "Stats_FlamingTongues",
			StackId = "Stack_FlamingTongues",
			TargetEffect = "RS3_FX_GP_Status_FlamingTongues_Target_01",
			Projectile = "Projectile_Status_FlamingTongue",
			Radius = 3,
			Charges = 999,
			TargetConditions = "Character;Enemy;NonSelf",
		},
		HEALING_TEARS = {
			StatusType = "ACTIVE_DEFENSE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HEALING_TEARS_DisplayName",
			DisplayNameRef = "Healing Tears",
			Description = "HEALING_TEARS_Description",
			DescriptionRef = "Approaching allies will get healed.",
			Icon = "Skill_Skillcrafting_Water_HealingTears",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_HealingTears_01",
			StatsId = "Stats_HealingTears",
			StackId = "Stack_HealingTears",
			TargetEffect = "RS3_FX_GP_Status_HealingTears_Target_01",
			Projectile = "Projectile_Status_HealingTear",
			Radius = 3,
			Charges = 3,
			TargetConditions = "Character;Ally;NonSelf",
		},
		DEMONIC_TUTELAGE = {
			StatusType = "ACTIVE_DEFENSE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEMONIC_TUTELAGE_DisplayName",
			DisplayNameRef = "Demonic Tutelage",
			Description = "DEMONIC_TUTELAGE_Description",
			DescriptionRef = "Approaching hostiles will get smashed by a demon fist.",
			Icon = "Skill_Familiar_DemonicTutelage",
			FormatColor = "Green",
			StatsId = "Stats_DemonicTutelage",
			StackId = "Stack_DemonicTutelage",
			TargetEffect = "RS3_FX_Skills_DemonicTutelage_Target_01",
			Projectile = "Projectile_Status_DemonFist",
			Radius = 3,
			Charges = 999,
			TargetConditions = "Character;Enemy;NonSelf",
		},
		REACTION_SHOT = {
			StatusType = "ACTIVE_DEFENSE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "REACTION_SHOT_DisplayName",
			DisplayNameRef = "Reaction Shot",
			Icon = "Skill_Ranger_ReactionShot",
			StatsId = "Stats_ReactionShot",
			StackId = "Stack_ReactionShot",
			TargetEffect = "RS3_FX_Skills_Air_ReactionShot_Target_01",
			Radius = 4,
			Charges = 3,
			DefendTargetPosition = true,
			TargetConditions = "Character;Enemy;NonSelf",
		},
		BLIND = {
			StatusType = "BLIND",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "BLIND_DisplayName",
			DisplayNameRef = "Blinded",
			Description = "BLIND_Description",
			DescriptionRef = "Targeting range and Accuracy reduced.",
			Icon = "statIcons_Blind",
			FormatColor = "LightGray",
			StatusEffect = "RS3_FX_GP_Status_Blind_01:Dummy_StatusFX",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "BlindImmunity",
			StatsId = "Stats_Blind",
			StackId = "Stack_Blind",
			StackPriority = 0,
		},
		PERMANENT_BLIND = {
			StatusType = "BLIND",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "PERMANENT_BLIND_DisplayName",
			DisplayNameRef = "Permanently Blinded",
			Description = "PERMANENT_BLIND_Description",
			DescriptionRef = "Cannot be cured by mundane means. Targeting range and Accuracy reduced.",
			Icon = "statIcons_Blind",
			FormatColor = "LightGray",
			StatusEffect = "RS3_FX_GP_Status_Blind_Permanent_01:Dummy_StatusFX",
			SavingThrow = "None",
			StatsId = "Stats_Blind",
			StackId = "Stack_Blind",
			StackPriority = 2,
		},
		CHALLENGE = {
			StatusType = "CHALLENGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "CHALLENGE_DisplayName",
			DisplayNameRef = "Challenged",
			DescriptionTarget = "Character has been challenged to a duel. If they survive, they will be rewarded and the attacker will be punished. If they die, the attacker will be rewarded.",
			Icon = "Skill_Warrior_Challenge",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Challenged_01:Dummy_OverheadFX",
			StatsId = "Stats_Challenged",
			StackId = "Stack_Challenge",
			WinBoost = "CHALLENGE_WIN,100,1",
			LoseBoost = "CHALLENGE_LOSS,100,1",
		},
		DEMONIC_POSSESSION = {
			StatusType = "CHARMED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEMONIC_POSSESSION_DisplayName",
			DisplayNameRef = "Demonically Possessed",
			Icon = "unknown",
			FormatColor = "Red",
			StatsId = "Stats_Possessed",
		},
		CON00_CONTAMINATIONVINES = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CON00_CONTAMINATIONVINES_DisplayName",
			DisplayNameRef = "Toxic Tannins",
			Description = "CON00_CONTAMINATIONVINES_Description",
			DescriptionRef = "Contaminated vines poison those who touch them. Dying under their effect will cause a piece of armour to grow from the corpse.",
			Icon = "DOS_Icon_Activate_Spores",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Acid_01:Dummy_BodyFX",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
		},
		ARM_VULTURE_PIERCINGSTRIKES = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARM_VULTURE_PIERCINGSTRIKES_DisplayName",
			DisplayNameRef = "Perforation",
			Icon = "statIcons_LingeringWounds",
			FormatColor = "Green",
			StatsId = "Stats_PiercingStrikes",
			StackId = "Stack_PiercingStrikes",
			StackPriority = 0,
		},
		VULTURE_CONSUME_CORPSE_DAMAGE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "VULTURE_CONSUME_CORPSE_DAMAGE_DisplayName",
			DisplayNameRef = "Vulture's Prayer",
			Description = "VULTURE_CONSUME_CORPSE_DAMAGE_Description",
			DescriptionRef = "Damage is increased.",
			Icon = "VUL02_sky_burial",
			FormatColor = "Green",
			StatsId = "Stats_Vulture_ConsumeCorpse",
			StackId = "Stack_Vulture_ConsumeCorpse",
		},
		CONTAMINATION_POISON_SKIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CONTAMINATION_POISON_SKIN_DisplayName",
			DisplayNameRef = "Rooting Corruption",
			Description = "CONTAMINATION_POISON_SKIN_Description",
			DescriptionRef = "Increased poison resistance. Bleeds poison. Once per turn, physical damage causes the Contamination Armour to shoot a toxic projectile in the direction its wearer is facing.",
			Icon = "DOS_Icon_Activate_Spores",
			FormatColor = "Poison",
			StatsId = "Stats_Contamination_PoisonSkin",
			StackId = "Stack_Contamination_PoisonSkin",
			StackPriority = 1,
		},
		DEVOURER_RESET_COOLDOWNS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEVOURER_RESET_COOLDOWNS_DisplayName",
			DisplayNameRef = "Soul Consumed",
			FormatColor = "Green",
			StatsId = "Stats_Shed_Skin",
			ResetCooldowns = "All",
			ResetOncePerCombat = false,
		},
		DEVOURER_MARKED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEVOURER_MARKED_DisplayName",
			DisplayNameRef = "Devourer's Mark",
			Description = "DEVOURER_MARKED_Description",
			DescriptionRef = "Upon death, heal the wearer of Devourer Armor and reset their cooldowns.",
			Icon = "DOS_Icon_Devourer_in_combat",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_DevourerMark_01,KeepRot",
			StatsId = "Stats_DevourerMark",
			StackId = "Stack_DevourerMarked",
		},
		DEVOURER_HUNGER = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEVOURER_HUNGER_DisplayName",
			DisplayNameRef = "Devourer's Hunger",
			Description = "DEVOURER_HUNGER_Description",
			DescriptionRef = "A target was marked for death. You start taking damage if the target does not die before this status expires.",
			Icon = "DOS_Icon_Devourer_in_combat",
			FormatColor = "Green",
			StackId = "Stack_DevourerHunger",
		},
		DEVOURER_OUTOFCOMBAT = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEVOURER_OUTOFCOMBAT_DisplayName",
			DisplayNameRef = "Devourer's Slumber",
			Description = "DEVOURER_OUTOFCOMBAT_Description",
			DescriptionRef = "At the start of combat, a random enemy will be marked. Killing the target heals you and resets all cooldowns.",
			Icon = "DOS_Icon_Devourer_out_of_combat",
			FormatColor = "Green",
			StackId = "Stack_DevourerSlumber",
		},
		DEVOURER_VITALITY_NOGAIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEVOURER_VITALITY_NOGAIN_DisplayName",
			DisplayNameRef = "Deathleech",
			Description = "DEVOURER_VITALITY_NOGAIN_Description",
			DescriptionRef = "After killing an enemy, your maximum vitality will temporarily increase.",
			Icon = "DOS_Icon_Deathleech",
			FormatColor = "Green",
			StackId = "Stack_DevourerVitality",
		},
		DEVOURER_VITALITY_GAIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEVOURER_VITALITY_GAIN_DisplayName",
			DisplayNameRef = "Deathleech",
			Description = "DEVOURER_VITALITY_GAIN_Description",
			DescriptionRef = "After killing an enemy, your maximum vitality is increased.",
			Icon = "DOS_Icon_Deathleech",
			FormatColor = "Green",
			StatsId = "Stats_DevourerVitality",
			StackId = "Stack_DevourerVitality",
		},
		DEV05_DRAGON_IMMOBILIZED_SCRIBE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV05_DRAGON_IMMOBILIZED_SCRIBE_DisplayName",
			DisplayNameRef = "Spirit Chains",
			Description = "DEV05_DRAGON_IMMOBILIZED_SCRIBE_Description",
			DescriptionRef = "The Chronicler channels his strength to weaken the Devourer.",
			Icon = "Skill_Water_WinterBreath_Source",
			FormatColor = "Red",
			StatsId = "Stats_SpiritGrounded",
		},
		DEV05_DRAGON_IMMOBILIZED_DRAGON = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV05_DRAGON_IMMOBILIZED_DRAGON_DisplayName",
			DisplayNameRef = "Spirit Chains",
			Description = "DEV05_DRAGON_IMMOBILIZED_DRAGON_Description",
			DescriptionRef = "Dream Chains hinder the Devourer's power.",
			Icon = "Skill_Water_WinterBreath_Source",
			FormatColor = "Red",
			StatsId = "Stats_DevourerImmobilize",
		},
		CAS03_CREW_IMMOBILIZED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CAS03_CREW_IMMOBILIZED_DisplayName",
			DisplayNameRef = "Grasp of the Dead",
			Description = "CAS03_CREW_IMMOBILIZED_Description",
			DescriptionRef = "Undead hands hold the character tight, immobilizing it.",
			Icon = "statIcons_Crippled",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_Undead_Arms,KeepRot",
			StatsId = "Stats_CAS03_Grasp",
			StackId = "Stats_CAS03_Grasp",
		},
		DEV05_DRAGON_IMMOBILIZED_ARCHEOLOGIST = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV05_DRAGON_IMMOBILIZED_SCRIBE_DisplayName",
			DisplayNameRef = "Spirit Chains",
			Description = "DEV05_DRAGON_IMMOBILIZED_ARCHEOLOGIST_Description",
			DescriptionRef = "The Archeologist channels his strength to weaken the Devourer.",
			Icon = "Skill_Water_WinterBreath_Source",
			FormatColor = "Red",
			StatsId = "Stats_SpiritGrounded",
		},
		DEV05_DRAGON_IMMOBILIZED_DREAMER = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV05_DRAGON_IMMOBILIZED_SCRIBE_DisplayName",
			DisplayNameRef = "Spirit Chains",
			Description = "DEV05_DRAGON_IMMOBILIZED_DREAMER_Description",
			DescriptionRef = "The Dreamer channels her strength to weaken the Devourer.",
			Icon = "Skill_Water_WinterBreath_Source",
			FormatColor = "Red",
			StatsId = "Stats_SpiritGrounded",
		},
		DEV06_DRAGON_ENDURANCE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV06_DRAGON_ENDURANCE_DisplayName",
			DisplayNameRef = "Ascendant Endurance",
			Description = "DEV06_DRAGON_ENDURANCE_Description",
			DescriptionRef = "After Stunned, Knocked Down, Frozen or Spirit Chains, gain immunity to these statuses for 2 turns.",
			Icon = "DOS_Icon_Devourer_out_of_combat",
			FormatColor = "Green",
			StackId = "Stack_DEV06_Endurance",
		},
		DEV06_DRAGON_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV06_DRAGON_IMMUNITY_DisplayName",
			DisplayNameRef = "Ascendant Immunity",
			Icon = "DOS_Icon_Devourer_in_combat",
			FormatColor = "Green",
			StatsId = "Stats_Devourer_Immunity",
		},
		DEV06_REALITYTEAR = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEV06_REALITYTEAR_DisplayName",
			DisplayNameRef = "Rend Reality",
			Description = "DEV06_REALITYTEAR_Description",
			DescriptionRef = "When status expires, two enemies spawn nearby.",
			Icon = "Devourer_Soul_Consumption",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_RealityTear_01,detach",
		},
		DEV06_DEFLECTION_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEV06_DEFLECTION_AURA_DisplayName",
			DisplayNameRef = "Deflection Aura",
			Description = "DEV06_DEFLECTION_AURA_Description",
			DescriptionRef = "Deflects any projectiles targeted at allies, sending them back where they came from.",
			Icon = "statIcons_DeflectionAura",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Deflecting_Aura_01,KeepRot:Dummy_BodyFX;RS3_FX_GP_Status_Deflecting_Root_01,KeepRot",
			MaterialType = "Overlay",
			Material = "1e0f6cfb-7215-4237-bcc4-61c5af54eb5e",
			MaterialApplyBody = false,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			StatsId = "Stats_Quest_DeflectingAura",
			StackId = "Stack_Quest_DeflectingAura",
			AuraRadius = 20,
			AuraAllies = "QUEST_DEFLECTING",
		},
		CON03_HEARTOFMIGHT = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CON03_HEARTOFMIGHT_DisplayName",
			DisplayNameRef = "Bloom of Might",
			Icon = "DOS_Icon_ContaminationMight",
			FormatColor = "Green",
			StatsId = "Stats_HeartOfMight",
			StackId = "Stack_HeartOfMight",
		},
		CON03_HEARTOFENDURANCE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CON03_HEARTOFENDURANCE_DisplayName",
			DisplayNameRef = "Bloom of Mettle",
			Icon = "DOS_Icon_ContaminationEndurance",
			FormatColor = "Green",
			StatsId = "Stats_HeartOfEndurance",
			StackId = "Stack_HeartOfEndurance",
		},
		CON03_HEARTOFNIMBLENESS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CON03_HEARTOFNIMBLENESS_DisplayName",
			DisplayNameRef = "Bloom of Momentum",
			Icon = "DOS_Icon_ContaminationNimbleness",
			FormatColor = "Green",
			StatsId = "Stats_HeartOfNimbleness",
			StackId = "Stack_HeartOfNimbleness",
			Skills = "Jump_CON03_ShamblingRetreat",
		},
		DEV06_SPIRIT_UNCONSCIOUS_EFFECT = {
			StatusType = "CONSUME",
			DisplayName = "DEV06_SPIRIT_UNCONSCIOUS_EFFECT_DisplayName",
			DisplayNameRef = "Spirit Form",
			Description = "DEV06_SPIRIT_UNCONSCIOUS_EFFECT_Description",
			DescriptionRef = "Returned to intangible spirit form.",
			Icon = "Skill_Air_ChainLightning_Source",
			FormatColor = "Air",
		},
		DEV06_SPIRIT_UNCONSCIOUS_GROUNDED = {
			StatusType = "CONSUME",
			DisplayName = "DEV06_SPIRIT_UNCONSCIOUS_GROUNDED_DisplayName",
			DisplayNameRef = "NULL",
			StatsId = "Stats_SpiritGrounded",
		},
		CRIPPLED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "CRIPPLED_DisplayName",
			DisplayNameRef = "Crippled",
			Description = "CRIPPLED_Description",
			DescriptionRef = "Character is crippled. Cured by Rested.",
			Icon = "statIcons_Crippled",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Crippled_01:Dummy_BodyFX",
			SavingThrow = "PhysicalArmor",
			ImmuneFlag = "CrippledImmunity",
			StatsId = "Stats_Crippled",
			StackId = "Stack_Crippled",
		},
		CURSED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "CURSED_DisplayName",
			DisplayNameRef = "Cursed",
			Description = "CURSED_Description",
			DescriptionRef = "Decreased resistances, accuracy, dodge.",
			Icon = "statIcons_Cursed",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_Cursed_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Cursed_01",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "CursedImmunity",
			StatsId = "Stats_Cursed",
			StackId = "Stack_Cursed",
			StackPriority = 0,
		},
		BLESSED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "BLESSED_DisplayName",
			DisplayNameRef = "Blessed",
			Description = "BLESSED_Description",
			DescriptionRef = "Increased resistances, accuracy, dodge.",
			Icon = "statIcons_Blessed",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Blessed_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Blessed_01",
			StatsId = "Stats_Blessed",
			StackId = "Stack_Blessed",
		},
		WEAK = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "WEAK_DisplayName",
			DisplayNameRef = "Weak",
			Description = "WEAK_Description",
			DescriptionRef = "Character is weak.",
			Icon = "statIcons_Weak",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Weak_01:Dummy_BodyFX;RS3_FX_GP_Status_Weak_OverheadFX_01,KeepRot:Dummy_OverheadFX",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "WeakImmunity",
			StatsId = "Stats_Weak",
			StackId = "Stack_Weak",
		},
		SLOWED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "SLOWED_DisplayName",
			DisplayNameRef = "Slowed",
			Description = "SLOWED_Description",
			DescriptionRef = "Reduced Movement speed by [1]%. Cured by Hasted, Adrenaline.",
			DescriptionParams = "Stats:Stats_Slowed:MovementSpeedBoost",
			Icon = "statIcons_Slowed",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Slowed_01",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "SlowedImmunity",
			StatsId = "Stats_Slowed",
			StackId = "Stack_Slowed",
		},
		QUEST_DRUGGED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_DRUGGED_DisplayName",
			DisplayNameRef = "Drugged",
			Description = "SLOWED_Description",
			DescriptionRef = "Reduced Movement speed by [1]%. Cured by Hasted, Adrenaline.",
			DescriptionParams = "Stats:Stats_Slowed:MovementSpeedBoost",
			Icon = "statIcons_Slowed",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Slowed_01",
			SavingThrow = "None",
			ImmuneFlag = "SlowedImmunity",
			StatsId = "Stats_Slowed",
			StackId = "Stack_Drugged",
		},
		HASTED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "HASTED_DisplayName",
			DisplayNameRef = "Hasted",
			Description = "HASTED_Description",
			DescriptionRef = "Character is hasted.",
			Icon = "statIcons_Hasted",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_Hasted_01,KeepRot:Dummy_BodyFX",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			ImmuneFlag = "HastedImmunity",
			StatsId = "Stats_Hasted",
			StackId = "Stack_Hasted",
		},
		DEMONIC_HASTED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEMONIC_HASTED_DisplayName",
			DisplayNameRef = "Demonic Celerity",
			Description = "DEMONIC_HASTED_Description",
			DescriptionRef = "Blood Demon is hasted",
			Icon = "statIcons_ferocity",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_Enraged_01:Dummy_StatusFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			ImmuneFlag = "HastedImmunity",
			StatsId = "Stats_DemonicHasted",
			StackId = "Stats_DemonicHasted",
		},
		PARASITIC_HEART = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			DisplayName = "PARASITIC_HEART_DisplayName",
			DisplayNameRef = "DEMONIC INVASION",
			Description = "PARASITIC_HEART_Description",
			DescriptionRef = "Character is possessed by demon, causing madness",
			Icon = "statIcons_ferocity",
		},
		CLEAR_MINDED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "CLEAR_MINDED_DisplayName",
			DisplayNameRef = "Clear-Minded",
			Description = "CLEAR_MINDED_Description",
			DescriptionRef = "Increased Wits, protected from mind-controlling effects.",
			Icon = "Skill_Fire_BoostPerception",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Clearminded_01,KeepRot:Dummy_OverheadFX",
			ImmuneFlag = "ClairvoyantImmunity",
			StatsId = "Stats_ClearMinded",
			StackId = "Stack_ClearMinded",
		},
		LUCKY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "LUCKY_DisplayName",
			DisplayNameRef = "Lucky",
			Description = "LUCKY_Description",
			DescriptionRef = "Character is super lucky!",
			Icon = "statIcons_Lucky",
			FormatColor = "Green",
			StatsId = "Stats_Lucky",
			StackId = "Stack_Lucky",
		},
		DISEASED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "DISEASED_DisplayName",
			DisplayNameRef = "Diseased",
			Description = "DISEASED_Description",
			DescriptionRef = "Damage and maximum Vitality is decreased. Cured by Fortify, Bless, First Aid.",
			Icon = "statIcons_Diseased",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Diseased_01:Dummy_BodyFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			SoundStart = "Status_Tex_Diseased_Start",
			SoundLoop = "Status_Tex_Diseased_Loop",
			SoundStop = "Status_Tex_Diseased_Stop",
			SavingThrow = "PhysicalArmor",
			ImmuneFlag = "DiseasedImmunity",
			StatsId = "Stats_Diseased",
			StackId = "Stack_Diseased",
		},
		WARM = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "WARM_DisplayName",
			DisplayNameRef = "Warm",
			Description = "WARM_Description",
			DescriptionRef = "Character is warm.",
			Icon = "statIcons_Warm",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_Warm_01",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Warm_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 2000,
			ImmuneFlag = "WarmImmunity",
			StatsId = "Stats_Warm",
			StackId = "Stack_Warm",
		},
		CHILLED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "CHILLED_DisplayName",
			DisplayNameRef = "Chilled",
			Description = "CHILLED_Description",
			DescriptionRef = "Character is chilled.",
			Icon = "statIcons_Chill",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_Chilled_01:Dummy_StatusFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Chilled_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "ChilledImmunity",
			StatsId = "Stats_Chilled",
			StackId = "Stack_Chilled",
		},
		SHOCKED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "SHOCKED_DisplayName",
			DisplayNameRef = "Shocked",
			Description = "SHOCKED_Description",
			DescriptionRef = "Character is shocked by electricity.",
			Icon = "statIcons_Shocked",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_Shocked_01:Dummy_OverheadFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Stunned_01",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "ShockedImmunity",
			StatsId = "Stats_Shocked",
			StackId = "Stack_Shocked",
		},
		WET = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "WET_DisplayName",
			DisplayNameRef = "Wet",
			Description = "WET_Description",
			DescriptionRef = "More vulnerable to electric and ice attacks.",
			Icon = "statIcons_Wet",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_Wet_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			ImmuneFlag = "WetImmunity",
			StatsId = "Stats_Wet",
			StackId = "Stack_Wet",
		},
		DRUNK = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "DRUNK_DisplayName",
			DisplayNameRef = "Drunk",
			Description = "DRUNK_Description",
			DescriptionRef = "Character is drunk.",
			Icon = "statIcons_Drunk",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Drunk_01:Dummy_StatusFX",
			ImmuneFlag = "DrunkImmunity",
			StatsId = "Stats_Drunk",
			StackId = "Stack_Drunk",
		},
		FAVOURABLE_WIND_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FAVOURABLE_WIND_AURA_DisplayName",
			DisplayNameRef = "Favourable Wind Aura",
			Description = "FAVOURABLE_WIND_AURA_Description",
			DescriptionRef = "Character's movement speed is increased.",
			Icon = "Skill_Air_FavourableWind",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_FavourableWind_Aura_01,KeepRot:Dummy_BodyFX;RS3_FX_GP_Status_FavourableWind_Aura_Root_01,KeepRot:Dummy_Root",
			StatsId = "Stats_FavourableWind_Aura",
			StackId = "Stack_FavourableWind",
			StackPriority = 1,
			AuraRadius = 10,
			AuraAllies = "FAVOURABLE_WIND",
		},
		FAVOURABLE_WIND = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FAVOURABLE_WIND_DisplayName",
			DisplayNameRef = "Favourable Wind",
			Description = "FAVOURABLE_WIND_Description",
			DescriptionRef = "Character's movement speed is increased.",
			Icon = "Skill_Air_FavourableWind",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_FavourableWind_Root_01,KeepRot:Dummy_Root",
			StatsId = "Stats_FavourableWind",
			StackId = "Stack_FavourableWind",
			StackPriority = 0,
		},
		IMPROVED_INITIATIVE_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "IMPROVED_INITIATIVE_AURA_DisplayName",
			DisplayNameRef = "Improved Initiative Aura",
			Icon = "statIcons_ImprovedInitiative",
			FormatColor = "Air",
			StatsId = "Stats_ImprovedInitiative_Aura",
			StackId = "Stack_ImprovedInitiative_Aura",
			AuraRadius = 10,
			AuraAllies = "IMPROVED_INITIATIVE",
		},
		IMPROVED_INITIATIVE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "IMPROVED_INITIATIVE_DisplayName",
			DisplayNameRef = "Improved Initiative",
			Icon = "statIcons_ImprovedInitiative",
			FormatColor = "Air",
			StatsId = "Stats_ImprovedInitiative",
			StackId = "Stack_ImprovedInitiative",
		},
		FIRE_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "FIRE_IMMUNITY_DisplayName",
			DisplayNameRef = "Fire Immunity",
			Description = "FIRE_IMMUNITY_Description",
			DescriptionRef = "Burning status and fire damage is ignored.",
			Icon = "statIcons_Immune_Fire",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_FireImmunity_Root_01,KeepRot;",
			StatsId = "Stats_FireImmunity",
			StackId = "Stack_FireImmunity",
			StackPriority = 0,
		},
		FIRE_IMMUNITY_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FIRE_IMMUNITY_AURA_DisplayName",
			DisplayNameRef = "Fire Immunity Aura",
			Icon = "statIcons_Immune_Fire_Aura",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_FireImmunity_Root_01,KeepRot;RS3_FX_GP_Status_FireImmunity_Aura_01:Dummy_BodyFX",
			StatsId = "Stats_FireImmunity_Aura",
			StackId = "Stack_FireImmunity_Aura",
			StackPriority = 0,
			AuraRadius = 10,
			AuraAllies = "FIRE_IMMUNITY",
		},
		WATER_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "WATER_IMMUNITY_DisplayName",
			DisplayNameRef = "Water Immunity",
			Description = "WATER_IMMUNITY_Description",
			DescriptionRef = "Frozen status and water damage is ignored.",
			Icon = "statIcons_Immune_Water",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_WaterImmunity_Root_01,KeepRot:Dummy_Root",
			StatsId = "Stats_WaterImmunity",
			StackId = "Stack_WaterImmunity",
			StackPriority = 0,
		},
		WATER_IMMUNITY_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "WATER_IMMUNITY_AURA_DisplayName",
			DisplayNameRef = "Water Immunity Aura",
			Icon = "statIcons_Immune_Water_Aura",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_WaterImmunity_Root_01,KeepRot:Dummy_Root;RS3_FX_GP_Status_WaterImmunity_Aura_01:Dummy_BodyFX",
			StatsId = "Stats_WaterImmunity_Aura",
			StackId = "Stack_WaterImmunity_Aura",
			StackPriority = 0,
			AuraRadius = 10,
			AuraAllies = "WATER_IMMUNITY",
		},
		EARTH_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "EARTH_IMMUNITY_DisplayName",
			DisplayNameRef = "Earth Immunity",
			Description = "EARTH_IMMUNITY_Description",
			DescriptionRef = "Poisoned and Petrified statuses ignored.",
			Icon = "statIcons_Immune_Earth",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_EarthImmunity_Root_01,KeepRot:Dummy_Root",
			StatsId = "Stats_EarthImmunity",
			StackId = "Stack_EarthImmunity",
			StackPriority = 0,
		},
		EARTH_IMMUNITY_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "EARTH_IMMUNITY_AURA_DisplayName",
			DisplayNameRef = "Earth Immunity Aura",
			Icon = "statIcons_Immune_Earth_Aura",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_EarthImmunity_Aura_Root_01,KeepRot:Dummy_Root;RS3_FX_GP_Status_EarthImmunity_Aura_01:Dummy_BodyFX",
			StatsId = "Stats_EarthImmunity_Aura",
			StackId = "Stack_EarthImmunity_Aura",
			StackPriority = 0,
			AuraRadius = 10,
			AuraAllies = "EARTH_IMMUNITY",
		},
		AIR_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "AIR_IMMUNITY_DisplayName",
			DisplayNameRef = "Air Immunity",
			Description = "AIR_IMMUNITY_Description",
			DescriptionRef = "Stunned status and air damage is ignored.",
			Icon = "statIcons_Immune_Air",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_AirImmunity_Root_01,KeepRot:Dummy_Root",
			StatsId = "Stats_AirImmunity",
			StackId = "Stack_AirImmunity",
			StackPriority = 0,
		},
		AIR_IMMUNITY_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "AIR_IMMUNITY_AURA_DisplayName",
			DisplayNameRef = "Air Immunity Aura",
			Icon = "statIcons_Immune_Air_Aura",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_AirImmunity_Aura_Root_01,KeepRot:Dummy_Root;RS3_FX_GP_Status_AirImmunity_Aura_01:Dummy_BodyFX",
			StatsId = "Stats_AirImmunity_Aura",
			StackId = "Stack_AirImmunity_Aura",
			StackPriority = 0,
			AuraRadius = 10,
			AuraAllies = "AIR_IMMUNITY",
		},
		ELEMENTAL_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "ELEMENTAL_IMMUNITY_DisplayName",
			DisplayNameRef = "Elemental Immunity",
			Icon = "statIcons_Immune_AllElements",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_ElementalImmunity_Root_01,KeepRot",
			StatsId = "Stats_ElementalImmunity",
			StackId = "Stack_ElementalImmunity",
			StackPriority = 0,
		},
		ELEMENTAL_IMMUNITY_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ELEMENTAL_IMMUNITY_AURA_DisplayName",
			DisplayNameRef = "Elemental Immunity Aura",
			Icon = "statIcons_Immune_AllElements_Aura",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_ElementalImmunity_Root_01,KeepRot;RS3_FX_GP_Status_ElementalImmunity_Aura_01:Dummy_BodyFX",
			StatsId = "Stats_ElementalImmunity_Aura",
			StackId = "Stack_ElementalImmunity_Aura",
			StackPriority = 0,
			AuraRadius = 10,
			AuraAllies = "ELEMENTAL_IMMUNITY",
		},
		PHYSICAL_IMMUNITY = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "PHYSICAL_IMMUNITY_DisplayName",
			DisplayNameRef = "Physical Immunity",
			Icon = "statIcons_Immune_Physical",
			FormatColor = "Orange",
			StatusEffect = "RS3_FX_GP_Status_PhysicalImmunity_Root_01,KeepRot",
			StatsId = "Stats_PhysicalImmunity",
			StackId = "Stack_PhysicalImmunity",
			StackPriority = 0,
		},
		PHYSICAL_IMMUNITY_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "PHYSICAL_IMMUNITY_AURA_DisplayName",
			DisplayNameRef = "Physical Immunity Aura",
			Icon = "statIcons_Immune_Physical_Aura",
			FormatColor = "Orange",
			StatusEffect = "RS3_FX_GP_Status_PhysicalImmunity_Root_01,KeepRot;RS3_FX_GP_Status_PhysicalImmunity_Aura_01:Dummy_BodyFX",
			StatsId = "Stats_PhysicalImmunity_Aura",
			StackId = "Stack_PhysicalImmunity_Aura",
			StackPriority = 0,
			AuraRadius = 10,
			AuraAllies = "PHYSICAL_IMMUNITY",
		},
		FIRE_SKIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FIRE_SKIN_DisplayName",
			DisplayNameRef = "Flaming Skin",
			Icon = "Skill_Skillcrafting_Fire_FlamingSkin",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_FireSkin_01",
			StatsId = "Stats_FireSkin",
			StackId = "Stack_Skin",
			StackPriority = 1,
		},
		ICE_SKIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ICE_SKIN_DisplayName",
			DisplayNameRef = "Icy Skin",
			Icon = "Skill_Skillcrafting_Water_IceSkin",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_IceSkin_01:Dummy_BodyFX",
			StatsId = "Stats_IceSkin",
			StackId = "Stack_Skin",
			StackPriority = 1,
		},
		POISON_SKIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "POISON_SKIN_DisplayName",
			DisplayNameRef = "Poisonous Skin",
			Icon = "Skill_Skillcrafting_Earth_PoisonousSkin",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_PoisonousSkin_01:Dummy_BodyFX",
			StatsId = "Stats_PoisonSkin",
			StackId = "Stack_Skin",
			StackPriority = 1,
		},
		ELECTRIC_SKIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ELECTRIC_SKIN_DisplayName",
			DisplayNameRef = "Jellyfish Skin",
			Icon = "Skill_Skillcrafting_Air_JellyfishSkin",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_Jellyfishskin_01",
			StatsId = "Stats_ElectricSkin",
			StackId = "Stack_Skin",
			StackPriority = 1,
		},
		ETHEREAL_SOLES = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ETHEREAL_SOLES_DisplayName",
			DisplayNameRef = "Floating",
			Description = "ETHEREAL_SOLES_Description",
			DescriptionRef = "Surfaces have no effect on you!",
			Icon = "statIcons_EtherealSoles",
			FormatColor = "Orange",
			StatusEffect = "RS3_FX_Skills_Rogue_Levitate_Status_01",
			StatsId = "Stats_EtherealSoles",
			StackId = "Stack_EtherealSoles",
		},
		TAUNTED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "TAUNTED_DisplayName",
			DisplayNameRef = "Taunted",
			Description = "TAUNTED_Description",
			DescriptionRef = "Enemy will prefer attacking [1]. Cured by Clear-Minded, Enraged.",
			DescriptionParams = "StatusCause",
			Icon = "statIcons_Taunted",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Taunted_01,KeepRot:Dummy_StatusFX",
			ImmuneFlag = "TauntedImmunity",
			IsChanneled = true,
			StatsId = "Stats_Taunted",
			StackId = "Stack_Taunted",
			LoseControl = true,
		},
		Stuck = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "Stuck_DisplayName",
			DisplayNameRef = "Stuck",
			Icon = "statIcons_ShacklesOfPain",
			StatusEffect = "RS3_FX_GP_Status_Slowed_01",
			StatsId = "Stats_Stuck",
			StackId = "Stack_Stuck",
		},
		LIFE_CHANNELING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "LIFE_CHANNELING_DisplayName",
			DisplayNameRef = "Life Channeling",
			Icon = "statIcons_Immune_AllElements",
			FormatColor = "Healing",
			StatsId = "Stats_LifeChanneling",
			StackId = "Stack_LifeChanneling",
		},
		LIFE_CHANNELING_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "LIFE_CHANNELING_AURA_DisplayName",
			DisplayNameRef = "Life Channeling Aura",
			Icon = "statIcons_Immune_AllElements_Aura",
			FormatColor = "Healing",
			StatsId = "Stats_LifeChanneling_Aura",
			AuraRadius = 10,
			AuraAllies = "LIFE_CHANNELING",
		},
		RESTED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "RESTED_DisplayName",
			DisplayNameRef = "Rested",
			Description = "RESTED_Description",
			DescriptionRef = "Character's primary attributes increased. Protects from Muted, Blind, Crippled, Knocked Down.",
			Icon = "Skill_Ranger_Doctor",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Rested_01,KeepRot:Dummy_OverheadFX",
			StatsId = "Stats_Rested",
			StackId = "Stack_Rested",
		},
		RESTING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "RESTING_DisplayName",
			DisplayNameRef = "Resting",
			Description = "RESTING_Description",
			DescriptionRef = "Character is resting",
			Icon = "statIcons_Resting",
			FormatColor = "Green",
			StatsId = "Stats_Resting",
			StackId = "Stack_Resting",
		},
		NULL_RESISTANCE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "NULL_RESISTANCE_DisplayName",
			DisplayNameRef = "Nullified Resistance",
			Icon = "Skill_Source_NullifyResistance",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_NullResistanc_01,KeepRot:Dummy_BodyFX",
			SavingThrow = "MagicArmor",
			StatsId = "SKILLBOOST_NullResistance",
			StackId = "NullRes",
		},
		Fear_Consume = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "Fear_Consume_DisplayName",
			DisplayNameRef = "Feared",
			Icon = "Skill_Source_Fear",
			SavingThrow = "MagicArmor",
			StatsId = "SKILLBOOST_Fear",
			StackId = "ReflexesDebuff",
		},
		IMMUNE_TO_FREEZING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "IMMUNE_TO_FREEZING_DisplayName",
			DisplayNameRef = "Immune To Freezing",
			Description = "IMMUNE_TO_FREEZING_Description",
			DescriptionRef = "Frozen status is ignored. Still taking damage from water attacks.",
			Icon = "Skill_Water_ImmuneToBurning",
			StatusEffect = "RS3_FX_GP_Status_ImmuneToFreezing_01,KeepRot:Dummy_BodyFX",
			StatsId = "SKILLBOOST_ImmuneToFreezing",
			StackId = "SKILLBOOST_ImmuneToFreezing",
		},
		IMMUNE_TO_BURNING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "IMMUNE_TO_BURNING_DisplayName",
			DisplayNameRef = "Immune To Burning",
			Description = "IMMUNE_TO_BURNING_Description",
			DescriptionRef = "Burning status is ignored. Still taking damage from fire attacks.",
			Icon = "Skill_Fire_ImmuneToFreezing",
			StatusEffect = "RS3_FX_GP_Status_ImmuneToBurning_01,KeepRot:Dummy_BodyFX",
			StatsId = "SKILLBOOST_ImmuneToBurning",
			StackId = "SKILLBOOST_ImmuneToBurning",
		},
		IMMUNE_TO_ELECTRIFYING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "IMMUNE_TO_ELECTRIFYING_DisplayName",
			DisplayNameRef = "Immune To Electrifying",
			Description = "IMMUNE_TO_ELECTRIFYING_Description",
			DescriptionRef = "Stunned status is ignored. Still taking damage from air attacks.",
			Icon = "Skill_Air_ImmuneToElectrified",
			StatusEffect = "RS3_FX_GP_Status_ImmuneToElectrifying_01:Dummy_BodyFX",
			StatsId = "SKILLBOOST_ImmuneToElectrifying",
			StackId = "SKILLBOOST_ImmuneToElectrifying",
		},
		IMMUNE_TO_POISONING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "IMMUNE_TO_POISONING_DisplayName",
			DisplayNameRef = "Immune To Poisoning",
			Description = "IMMUNE_TO_POISONING_Description",
			DescriptionRef = "Poisoned status is ignored. Still taking damage from poison attacks.",
			Icon = "Skill_Earth_ImmuneToPoisoned",
			StatusEffect = "RS3_FX_GP_Status_ImmuneToPoisoning_01,KeepRot:Dummy_BodyFX",
			StatsId = "SKILLBOOST_ImmuneToPoisoning",
			StackId = "SKILLBOOST_ImmuneToPoisoning",
		},
		TreatPoisoning = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "TreatPoisoning_DisplayName",
			DisplayNameRef = "Treat Poisoning",
			Icon = "Skill_Ranger_TreatPoisoning",
			StatsId = "SKILLBOOST_TreatPoisoning",
			StackId = "PoisonRes",
		},
		MAGIC_SHELL = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "MAGIC_SHELL_DisplayName",
			DisplayNameRef = "Magic Shell",
			Description = "MAGIC_SHELL_Description",
			DescriptionRef = "Maximum Magic Armor increased.",
			Icon = "statIcons_FrozenShell",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_MagicShell_01:Dummy_BodyFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			MaterialParameters = "CharacterHeight:Height",
			StatsId = "Stats_MagicShell",
			StackId = "Stack_MagicShell",
		},
		FORTIFIED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "FORTIFIED_DisplayName",
			DisplayNameRef = "Fortified",
			Description = "FORTIFIED_Description",
			DescriptionRef = "Maximum Physical Armor increased.",
			Icon = "statIcons_Fortified",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Fortified_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			MaterialParameters = "CharacterHeight:Height",
			SoundStart = "Status_Tex_Fortified_Start",
			SoundLoop = "Status_Tex_Fortified_Loop",
			SoundStop = "Status_Tex_Fortified_Stop",
			StatsId = "Stats_Fortified",
			StackId = "Stack_Fortified",
		},
		HOLY_FIRE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HOLY_FIRE_DisplayName",
			DisplayNameRef = "Holy Fire",
			Description = "HOLY_FIRE_Description",
			DescriptionRef = "Character is healing from fire damage.",
			Icon = "statIcons_HolyFire",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_HolyFire_01",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_HolyFire_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			MaterialFadeAmount = 2000,
			StatsId = "Stats_HolyFire",
			StackId = "Stack_HolyFire",
		},
		SOURCE_SURFACE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SOURCE_SURFACE_DisplayName",
			DisplayNameRef = "Source Infused",
			Description = "SOURCE_SURFACE_Description",
			DescriptionRef = "Gained a Source Point",
			Icon = "Skill_Vampirism_Source",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_GP_Status_SourceInfused_Hit_01,KeepRot:Dummy_Root",
			StatsId = "Stats_SourceSurface",
			StackId = "Stack_SourceSurface",
		},
		SOURCE_SURFACE_BLESSED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SOURCE_SURFACE_BLESSED_DisplayName",
			DisplayNameRef = "Blessed Source Infused",
			Description = "SOURCE_SURFACE_BLESSED_Description",
			DescriptionRef = "Gained two Source Points",
			Icon = "Skill_Vampirism_Source",
			FormatColor = "Healing",
			StatsId = "Stats_SourceSurfaceBlessed",
			StackId = "Stack_SourceSurfaceBlessed",
		},
		SOURCE_SURFACE_CURSED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SOURCE_SURFACE_CURSED_DisplayName",
			DisplayNameRef = "Void Infused",
			Description = "SOURCE_SURFACE_CURSED_Description",
			DescriptionRef = "Lost a Source Point",
			Icon = "Skill_Vampirism_Source",
			FormatColor = "Red",
			StatsId = "Stats_SourceSurfaceCursed",
			StackId = "Stack_SourceSurfaceCursed",
		},
		ARENA_KING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARENA_KING_DisplayName",
			DisplayNameRef = "Arena King",
			Description = "ARENA_KING_Description",
			DescriptionRef = "The team loses the match when this character dies. King has extra vitality and 1 AP per turn.",
			Icon = "statIcons_Reputation",
			FormatColor = "Gold",
			StatsId = "Arena_King",
			StackId = "Stack_ArenaKing",
		},
		FUGITIVE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FUGITIVE_DisplayName",
			DisplayNameRef = "Fugitive",
			Description = "FUGITIVE_Description",
			DescriptionRef = "Character has escaped from jail",
			Icon = "statIcons_Fugitive",
			FormatColor = "White",
			StatsId = "Stats_Fugitive",
			StackId = "Stack_Fugitive",
		},
		Story_Charmed = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "Story_Charmed_DisplayName",
			DisplayNameRef = "Charmed",
			Description = "Story_Charmed_Description",
			DescriptionRef = "Charmed",
			Icon = "statIcons_Charmed",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Charmed_01:Dummy_StatusFX",
			StatsId = "Stats_StoryCharmed",
			StackId = "Stack_StoryCharmed",
		},
		FEEDING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FEEDING_DisplayName",
			DisplayNameRef = "Feeding",
			Description = "FEEDING_Description",
			DescriptionRef = "The animal is busy feeding.",
			Icon = "statIcons_Feeding",
			FormatColor = "White",
			StatsId = "Stats_Feeding",
			StackId = "Stack_Feeding",
		},
		HEALING_ELIXIR = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HEALING_ELIXIR_DisplayName",
			DisplayNameRef = "Healing Elixir",
			Icon = "statIcons_HealingElixir",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_GP_Status_Regenerating_01",
			StatsId = "Stats_Healing_Elixir",
			StackId = "Stack_HealingElixir",
		},
		MARKED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "MARKED_DisplayName",
			DisplayNameRef = "Marked",
			Description = "MARKED_Description",
			DescriptionRef = "Character does not receive high ground damage and range bonuses. When attacked from low ground, low ground damage penalty are ignored by the attackers.",
			Icon = "Skill_Ranger_Mark",
			FormatColor = "Red",
			ApplyEffect = "RS3_FX_GP_Status_Marked_Apply_01:Dummy_OverheadFX",
			StatusEffect = "RS3_FX_GP_Status_Marked_01:Dummy_BodyFX",
			StatsId = "Stats_Marked",
			StackId = "Stack_Marked",
		},
		BLINDING_RADIANCE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "BLINDING_RADIANCE_DisplayName",
			DisplayNameRef = "Blinding Radiance",
			Description = "BLINDING_RADIANCE_Description",
			DescriptionRef = "Character is beaming with energy, blinding all enemies in [1]m radius.",
			DescriptionParams = "AuraRadius",
			Icon = "Skill_Air_BlindingRadiance",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_BlindingRadiance_01:Dummy_BodyFX",
			StatsId = "Stats_Blinding_Radiance",
			StackId = "Stack_Blinding_Radiance",
			AuraRadius = 5,
			AuraEnemies = "BLIND",
		},
		FLESH_SACRIFICE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FLESH_SACRIFICE_DisplayName",
			DisplayNameRef = "Flesh Sacrifice",
			Description = "FLESH_SACRIFICE_Description",
			DescriptionRef = "Character gains twisted power by sacrificing their own blood.",
			Icon = "Skill_Decay_FleshSacrifice",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_FleshSacrifice_01:Dummy_L_HandFX",
			StatsId = "Stats_Flesh_Sacrifice",
			StackId = "Stack_Flesh_Sacrifice",
		},
		FIREBLOOD = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "FIREBLOOD_DisplayName",
			DisplayNameRef = "Fireblood",
			Description = "FIREBLOOD_Description",
			DescriptionRef = "Character is bleeding fire when hit.",
			Icon = "Skill_Fire_FireBlood",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Fireblood_01,KeepRot:Dummy_BodyFX",
			SavingThrow = "MagicArmor",
			StatsId = "Stats_Fireblood",
			StackId = "Stack_Fireblood",
		},
		SOURCEBLOOD = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SOURCEBLOOD_DisplayName",
			DisplayNameRef = "Sourceblood",
			StatsId = "Stats_SourceBlood",
		},
		ENCOURAGED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "ENCOURAGED_DisplayName",
			DisplayNameRef = "Encouraged",
			Description = "ENCOURAGED_Description",
			DescriptionRef = "Character's primary attributes increased",
			Icon = "Skill_Warrior_Inspire",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Encouraged_01_Dummy,FaceSource:Dummy_OverheadFX;RS3_FX_GP_Status_Encouraged_01:Dummy_StatusFX",
			StatsId = "SKILLBOOST_InspireStart",
			StackId = "Stack_Inspired",
		},
		VOIDHOWL = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "VOIDHOWL_DisplayName",
			DisplayNameRef = "Void Howl",
			Description = "VOIDHOWL_Description",
			DescriptionRef = "The wolves' Void Howl makes this creature stronger...",
			Icon = "Skill_Warrior_Inspire",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_Encouraged_01_Dummy,FaceSource:Dummy_OverheadFX;RS3_FX_GP_Status_Encouraged_01:Dummy_StatusFX",
			StatsId = "Stats_VoidHowl",
		},
		QUEST_PAIN_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_PAIN_AURA_DisplayName",
			DisplayNameRef = "Pain Aura",
			Description = "QUEST_PAIN_AURA_Description",
			DescriptionRef = "Alice Alisceon died a painful, unfair death.",
			Icon = "statIcons_Pain_Aura",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Pain_Aura_01,KeepRot",
			Material = "f46b1af8-500b-4a04-a852-674c4a44a14b",
			StatsId = "Stats_Quest_PainAura",
			StackId = "Stack_Quest_PainAura",
			AuraRadius = 13,
			AuraEnemies = "QUEST_PAIN",
		},
		QUEST_POISON_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_POISON_AURA_DisplayName",
			DisplayNameRef = "Poison Aura",
			Description = "QUEST_POISON_AURA_Description",
			DescriptionRef = "Long ago, Ghalann's blood turned to sap. But his mind was tortured by grief and resentment, and sap turned to poison...",
			Icon = "statIcons_Poison_Aura",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Poison_Aura_01,KeepRot",
			StatsId = "Stats_Quest_PoisonAura",
			StackId = "Stack_Quest_PoisonAura",
			AuraRadius = 20,
			AuraEnemies = "POISONED",
		},
		QUEST_FEAR_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_FEAR_AURA_DisplayName",
			DisplayNameRef = "Terror Aura",
			Description = "QUEST_FEAR_AURA_Description",
			DescriptionRef = "Scarecrows are called that for a reason...",
			Icon = "statIcons_Fear_Aura",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Fear_Aura_01:Dummy_OverheadFX;RS3_FX_GP_Status_Fear_Aura_01_Overhead:Dummy_OverheadFX;RS3_FX_GP_Status_Fear_02:Dummy_StatusFX",
			StatsId = "Stats_Quest_FearAura",
			StackId = "Stack_Quest_FearAura",
			AuraRadius = 20,
			AuraEnemies = "FEAR",
		},
		QUEST_SILENCE_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_SILENCE_AURA_DisplayName",
			DisplayNameRef = "Wordless Aura",
			Description = "QUEST_SILENCE_AURA_Description",
			DescriptionRef = "Wordless does not speak and, today, neither do you.",
			Icon = "statIcons_Silence_Aura",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Silencing_Aura_01,KeepRot",
			StatsId = "Stats_Quest_SilenceAura",
			StackId = "Stack_Quest_SilenceAura",
			AuraRadius = 20,
			AuraEnemies = "MUTED",
		},
		QUEST_FAITH_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_FAITH_AURA_DisplayName",
			DisplayNameRef = "Faith Aura",
			Description = "QUEST_FAITH_AURA_Description",
			DescriptionRef = "Alexandar, Son of the Divine, inspires his troops with an indestructible faith.",
			Icon = "statIcons_Faith",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Faith_Aura_01,KeepRot;RS3_FX_GP_Status_Encouraged_01,KeepRot:Dummy_StatusFX",
			StatsId = "Stats_Quest_FaithAura",
			StackId = "Stack_Quest_FaithAura",
			AuraRadius = 20,
			AuraAllies = "QUEST_FAITH",
		},
		QUEST_FAITH = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_FAITH_DisplayName",
			DisplayNameRef = "Faith",
			Description = "QUEST_FAITH_Description",
			DescriptionRef = "This character is inspired by Alexandar's presence.",
			Icon = "statIcons_FaithAura",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Encouraged_01:Dummy_StatusFX",
			StatsId = "Stats_Quest_Faith",
			StackId = "Stack_Quest_Faith",
		},
		QUEST_DEFLECTION_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_DEFLECTION_AURA_DisplayName",
			DisplayNameRef = "Deflection Aura",
			Description = "QUEST_DEFLECTION_AURA_Description",
			DescriptionRef = "Forktongue's aura deflects any damage inflicted to his allies, sending it back to where it came from.",
			Icon = "statIcons_DeflectionAura",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Deflecting_Aura_01,KeepRot:Dummy_BodyFX;RS3_FX_GP_Status_Deflecting_Root_01,KeepRot",
			MaterialType = "Overlay",
			Material = "1e0f6cfb-7215-4237-bcc4-61c5af54eb5e",
			MaterialApplyBody = false,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			StatsId = "Stats_Quest_DeflectingAura",
			StackId = "Stack_Quest_DeflectingAura",
			AuraRadius = 20,
			AuraAllies = "QUEST_DEFLECTING",
		},
		QUEST_SUNSHINE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_SUNSHINE_DisplayName",
			DisplayNameRef = "Sunshine",
			Description = "QUEST_SUNSHINE_Description",
			DescriptionRef = "This vegetal creature has been blessed by the benevolent warmth of the sun. If it also gets Wet, it will become Overgrown!",
			Icon = "statIcons_FaithAura",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Encouraged_01:Dummy_StatusFX",
			StatsId = "Stats_Quest_Sunshine",
			StackId = "Stats_Quest_Sunshine",
		},
		HALL_OF_ECHOES = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HALL_OF_ECHOES_DisplayName",
			DisplayNameRef = "Hall Of Echoes",
			StatsId = "STATUS_HOE",
			StackId = "STATUS_HOE",
		},
		HERBMIX_COURAGE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HERBMIX_COURAGE_DisplayName",
			DisplayNameRef = "Courage",
			Description = "HERBMIX_COURAGE_Description",
			DescriptionRef = "Your constitution is raised",
			Icon = "Item_QUEST_Herbmix_Courage",
			FormatColor = "White",
			StatsId = "Stats_Herbmix_Courage",
			StackId = "Stack_Herbmix_Courage",
		},
		HERBMIX_FEROCITY = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HERBMIX_FEROCITY_DisplayName",
			DisplayNameRef = "Ferocity",
			Description = "HERBMIX_FEROCITY_Description",
			DescriptionRef = "You feel quickened",
			Icon = "Item_QUEST_Herbmix_Ferocity",
			FormatColor = "White",
			StatsId = "Stats_Herbmix_Ferocity",
			StackId = "Stack_Herbmix_Ferocity",
		},
		HERBMIX_ALERTNESS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HERBMIX_ALERTNESS_DisplayName",
			DisplayNameRef = "Alertness",
			Description = "HERBMIX_ALERTNESS_Description",
			DescriptionRef = "Your wits is raised",
			Icon = "Item_QUEST_Herbmix_Alertness",
			FormatColor = "White",
			StatsId = "Stats_Herbmix_Alertness",
			StackId = "Stack_Herbmix_Alertness",
		},
		HERBMIX_ENLIGHTENMENT = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HERBMIX_ENLIGHTENMENT_DisplayName",
			DisplayNameRef = "Enlightenment",
			Description = "HERBMIX_ENLIGHTENMENT_Description",
			DescriptionRef = "Your intelligence is raised",
			Icon = "Item_QUEST_Herbmix_Enlightenment",
			FormatColor = "White",
			StatsId = "Stats_Herbmix_Enlightenment",
			StackId = "Stack_Herbmix_Enlightenment",
		},
		INVULNERABLE = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "INVULNERABLE_DisplayName",
			DisplayNameRef = "Invulnerable",
			Description = "INVULNERABLE_Description",
			DescriptionRef = "Character is invulnerable.",
			Icon = "statIcons_Invulnerable",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Invulnerable_01,KeepRot:Dummy_BodyFX",
			StackId = "Stack_Invulnerable",
			IsInvulnerable = true,
		},
		GALVANISED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "GALVANISED_DisplayName",
			DisplayNameRef = "Galvanised",
			Description = "GALVANISED_Description",
			DescriptionRef = "Character has been galvanised.",
			Icon = "statIcons_Invulnerable",
			FormatColor = "Brown",
			StatusEffect = "RS3_FX_GP_Status_Invulnerable_01,KeepRot:Dummy_BodyFX",
			StackId = "Stack_Invulnerable",
			IsInvulnerable = true,
		},
		POSSESSED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "POSSESSED_DisplayName",
			DisplayNameRef = "Possessed",
			Description = "POSSESSED_Description",
			DescriptionRef = "This character has been possessed and is immune to Fear, Charm, Sleep, Madness and Taunt.",
			Icon = "statIcons_Possessed",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_MindControlled_01:Dummy_StatusFX",
			StatsId = "Stats_Possessed",
			StackId = "Stack_Possessed",
		},
		LADY_VENGEANCE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "LADY_VENGEANCE_DisplayName",
			DisplayNameRef = "Vengeance",
			Description = "LADY_VENGEANCE_Description",
			DescriptionRef = "You are not alone: the Lady Vengeance stands by your side!",
			Icon = "statIcons_LadyVengeanceBuff",
			FormatColor = "LightBlue",
			StatusEffect = "RS3_FX_Skills_Air_Wind_Shout_01",
			StatsId = "Stats_LadyVengeance",
			StackId = "Stack_LadyVengeance",
		},
		CatFamiliar = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CatFamiliar_DisplayName",
			DisplayNameRef = "Cat Familiar",
			StackId = "Familiar",
			Skills = "Shout_CatSwapPlaces;Shout_BanishFamiliar",
		},
		WarOwl = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "WarOwl_DisplayName",
			DisplayNameRef = "War owl",
			Icon = "unknown",
			StackId = "Familiar",
			Skills = "Target_EagleStrike;Target_EagleSteal;Shout_BanishFamiliar",
		},
		BlockSummon = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "BlockSummon_DisplayName",
			DisplayNameRef = "Summon Protect",
			Description = "BlockSummon_Description",
			DescriptionRef = "Summons will not be able to attack you",
			Icon = "unknown",
			StatsId = "Stats_BlockSummon",
		},
		SUPERCHARGE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SUPERCHARGE_DisplayName",
			DisplayNameRef = "Supercharged",
			Description = "SUPERCHARGE_Description",
			DescriptionRef = "Dealing increased damage but will die next turn.",
			Icon = "Skill_Summoning_Supercharge",
			StatusEffect = "RS3_FX_GP_Status_Supercharge_01:Dummy_BodyFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			StatsId = "Stats_Supercharge,0;Stats_Supercharge,1;Stats_Kill,2",
		},
		LIVING_BOMB = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "LIVING_BOMB_DisplayName",
			DisplayNameRef = "Fiery Malediction",
			Description = "LIVING_BOMB_Description",
			DescriptionRef = "When this status expires, you will explode!",
			Icon = "statIcons_LivingBomb",
			StatsId = "Stats_LivingBomb_Buildup_A,0;Stats_LivingBomb_Buildup_B,1;Stats_LivingBomb,2",
		},
		DWARF_STATUE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DWARF_STATUE_DisplayName",
			DisplayNameRef = "Dwarf's Statue",
			Description = "DWARF_STATUE_Description",
			DescriptionRef = "Character is protected by Dwarf's Statue.",
			Icon = "statIcons_Dwarf_Statue",
			ApplyEffect = "RS3_FX_GP_Status_RuinsTotem_Buff_Apply_01,KeepRot:Dummy_StatusFX",
			StatusEffect = "RS3_FX_GP_Status_RuinsTotem_Buff_01,KeepRot:Dummy_StatusFX",
			StatsId = "Stats_Dwarf_Statue",
		},
		DWARF_STATUE_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DWARF_STATUE_AURA_DisplayName",
			DisplayNameRef = "Dwarf's Statue Aura",
			Description = "DWARF_STATUE_AURA_Description",
			DescriptionRef = "Character is protecting nearby Allies.",
			Icon = "statIcons_Dwarf_Statue_Aura",
			ApplyEffect = "RS3_FX_GP_Status_RuinsTotem_Aura_Apply_01",
			StatusEffect = "RS3_FX_GP_Status_RuinsTotem_Aura_01",
			StatsId = "Stats_Dwarf_Statue_Aura",
			StackId = "Stack_DwarfStatue_Aura",
			AuraRadius = 20,
			AuraAllies = "DWARF_STATUE",
		},
		DEATH_RESIST = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEATH_RESIST_DisplayName",
			DisplayNameRef = "Death Resist",
			Description = "DEATH_RESIST_Description",
			DescriptionRef = "Character's health can't drop below 1.",
			Icon = "Skill_Decay_LivingOnTheEdge",
			StatusEffect = "RS3_FX_GP_Status_DeathResist_01:Dummy_BodyFX",
			StatsId = "Stats_Death_Resist",
			IsResistingDeath = true,
		},
		ETERNITY_DOOR = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ETERNITY_DOOR_DisplayName",
			DisplayNameRef = "Persisting",
			Description = "ETERNITY_DOOR_Description",
			DescriptionRef = "Cannot die from damage and won't die when lifetime runs out.",
			Icon = "Skill_Summoning_CloseTheDoor",
			ApplyEffect = "RS3_FX_GP_Status_CloseTheDoor_ApplyEffect_01:Dummy_OverheadFX",
			StatusEffect = "RS3_FX_GP_Status_CloseTheDoor_01:Dummy_OverheadFX",
			StatsId = "Stats_Death_Resist",
			IsResistingDeath = true,
		},
		GUARDIAN_ANGEL_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "GUARDIAN_ANGEL_AURA_DisplayName",
			DisplayNameRef = "Guardian Angel Aura",
			Description = "GUARDIAN_ANGEL_AURA_Description",
			DescriptionRef = "Character is protecting nearby Allies",
			Icon = "Skill_Warrior_GuardianAngel",
			StatusEffect = "RS3_FX_GP_Status_GuardianAngel_Root_01,KeepRot:Dummy_Root;RS3_FX_GP_Status_GuardianAngel_Aura_01,KeepRot:Dummy_BodyFX",
			StatsId = "Stats_Guardian_Angel_Aura",
			StackId = "Stack_GuardianAngel",
			StackPriority = 1,
			AuraRadius = 5,
			AuraAllies = "GUARDIAN_ANGEL",
		},
		QUEST_SOURCERACK = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_SOURCERACK_DisplayName",
			DisplayNameRef = "Void Chained",
			Description = "QUEST_SOURCERACK_Description",
			DescriptionRef = "Shackles the undead creature to an arcane torture device, rendering it powerless and immobile.",
			Icon = "statIcons_ShacklesOfPain",
			FormatColor = "Purple",
			StatsId = "QUEST_SourceRack",
		},
		QUEST_SOURCECHAIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_SOURCECHAIN_DisplayName",
			DisplayNameRef = "Source Chained",
			Description = "QUEST_SOURCECHAIN_Description",
			DescriptionRef = "Shackles the possessed one, preventing the demon from getting free from the person.",
			Icon = "statIcons_ShacklesOfPain",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Shackles_of_Pain_01:Dummy_NeckFX",
			StatsId = "QUEST_SourceChain",
		},
		QUEST_PROMISE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_PROMISE_DisplayName",
			DisplayNameRef = "Promised",
			Description = "QUEST_PROMISE_Description",
			DescriptionRef = "Character accepted the Promise from the God King",
			Icon = "statIcons_VoidWoken",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_Regenerating_01",
		},
		QUEST_DW_ARENADEBUFF = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_DW_ARENADEBUFF_DisplayName",
			DisplayNameRef = "Effie's Lingering Poison",
			Description = "QUEST_DW_ARENADEBUFF_Description",
			DescriptionRef = "Effie has sneaked a little something into this character's drink...",
			Icon = "statIcons_Poison",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_Poisoned_01:Dummy_StatusFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Poisoned_01",
			StatsId = "Stats_Quest_DW_ArenaDebuff",
			StackId = "Stack_Quest_DW_ArenaDebuff",
		},
		VACUUM_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "VACUUM_AURA_DisplayName",
			DisplayNameRef = "Vacuum Aura",
			Description = "VACUUM_AURA_Description",
			DescriptionRef = "Suffocates nearby characters and attempts to silence them.",
			Icon = "Skill_Skillcrafting_Air_VacuumAura",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_VacuumAura_01,KeepRot:Dummy_BodyFX",
			AuraRadius = 8,
			AuraNeutrals = "SUFFOCATING;MUTED",
			AuraEnemies = "SUFFOCATING;MUTED",
		},
		DAZED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DAZED_DisplayName",
			DisplayNameRef = "Dazed",
			Description = "DAZED_Description",
			DescriptionRef = "Spend 1 extra AP for every action",
			Icon = "statIcons_Dazed",
			FormatColor = "Air",
			StatsId = "Stats_Dazed",
			StackId = "Stack_Dazed",
		},
		EVADING = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "EVADING_DisplayName",
			DisplayNameRef = "Evading",
			Description = "EVADING_Description",
			DescriptionRef = "Dodging and movement speed increased",
			Icon = "Skill_Air_UncannyEvasion",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_UncannyEvasion_Subject_01,KeepRot:Dummy_BodyFX",
			StatsId = "Stats_Evading",
			StackId = "Stack_Evading",
		},
		EVASION_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "EVASION_AURA_DisplayName",
			DisplayNameRef = "Evasion Aura",
			Description = "EVASION_AURA_Description",
			DescriptionRef = "Dodging and movement speed increased for allies around you.",
			Icon = "Skill_Air_EvasiveAura",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_UncannyEvasion_Aura_01,KeepRot;RS3_FX_GP_Status_UncannyEvasion_Subject_01,KeepRot:Dummy_BodyFX",
			StatsId = "Stats_Evading",
			StackId = "Stack_Evading",
			AuraRadius = 8,
			AuraAllies = "EVADING",
		},
		INNER_DEMON = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INNER_DEMON_DisplayName",
			DisplayNameRef = "Inner Demon",
			Description = "INNER_DEMON_Description",
			DescriptionRef = "Your inner demon protects you.",
			Icon = "Skill_Familiar_InnerDemon",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_InnerDemon_02,KeepRot:Dummy_OverheadFX",
			StatsId = "Stats_InnerDemon",
			StackId = "Stack_Overhead",
			Skills = "Shout_DemonicTutelage;Target_Terrify",
			Items = "ARM_InnerDemon",
		},
		HORNS = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "HORNS_DisplayName",
			DisplayNameRef = "Bull Horns",
			Description = "HORNS_Description",
			DescriptionRef = "Allows you to rush at enemies and impale them",
			Icon = "Skill_Polymorph_BullHorns",
			FormatColor = "White",
			StatsId = "Stats_Horns",
			StackId = "Stack_Head",
			Skills = "Rush_BullRush",
			Items = "ARM_Horns",
			ForceStackOverwrite = true,
		},
		MEDUSA_HEAD = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "MEDUSA_HEAD_DisplayName",
			DisplayNameRef = "Medusa Head",
			Description = "MEDUSA_HEAD_Description",
			DescriptionRef = "Petrifies enemies in [1]m range.",
			DescriptionParams = "AuraRadius",
			Icon = "Skill_Polymorph_MedusaHead",
			FormatColor = "White",
			StatsId = "Stats_MedusaHead",
			StackId = "Stack_Head",
			AuraRadius = 3,
			AuraEnemies = "PETRIFIED",
			Skills = "Shout_PetrifyingVisage",
			Items = "ARM_MedusaHead",
			ForceStackOverwrite = true,
		},
		SPIDER_LEGS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SPIDER_LEGS_DisplayName",
			DisplayNameRef = "Spider Legs",
			Description = "SPIDER_LEGS_Description",
			DescriptionRef = "Allows you to cover ground with webs. Whenever you become Enwebbed, you become Hasted instead.",
			Icon = "Skill_Polymorph_SpiderLegs",
			FormatColor = "White",
			StatsId = "Stats_SpiderLegs",
			StackId = "Stack_Back",
			StackPriority = 0,
			Skills = "Projectile_SpinWeb",
			Items = "ARM_SpiderLegs",
			ForceStackOverwrite = true,
		},
		INF_RANGED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_RANGED_DisplayName",
			DisplayNameRef = "Ranged Infusion",
			Icon = "Skill_Summoning_RangedInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Ranged_01",
			StatsId = "Stats_Infusion_Ranged",
			StackId = "Stack_RangedInfusion",
			Skills = "Projectile_IncarnateRangedAttack",
		},
		INF_POWER = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_POWER_DisplayName",
			DisplayNameRef = "Power Infusion",
			Icon = "Skill_Summoning_PowerInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Power_01:Dummy_BodyFX",
			StatsId = "Stats_Infusion_Power",
			StackId = "Stack_PowerInfusion",
			Skills = "Shout_IncarnateWhirlwind;Rush_IncarnateBatteringRam",
		},
		INF_SHADOW = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_SHADOW_DisplayName",
			DisplayNameRef = "Shadow Infusion",
			Icon = "Skill_Summoning_ShadowInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Shadow_A_01:Dummy_BodyFX",
			StatsId = "Stats_Infusion_Shadow",
			StackId = "Stack_ShadowInfusion",
			Skills = "Shout_IncarnateChameleonSkin;Target_IncarnateCorruptedBlade",
		},
		INF_WARP = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_WARP_DisplayName",
			DisplayNameRef = "Warp Infusion",
			Icon = "Skill_Summoning_WarpInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Warp_01:Dummy_BodyFX",
			StatsId = "Stats_Infusion_Warp",
			StackId = "Stack_WarpInfusion",
			Skills = "Jump_IncarnateJump;Shout_IncarnateSwapPlaces",
		},
		INF_FIRE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_FIRE_DisplayName",
			DisplayNameRef = "Fire Infusion",
			Icon = "Skill_Fire_FireInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Fire_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "0818161f-b295-40a1-96d1-2503d72b2396",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Fire",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateFireball",
			WeaponOverride = "_Summon_Incarnate_Fire_Infused",
		},
		INF_NECROFIRE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_NECROFIRE_DisplayName",
			DisplayNameRef = "Necrofire Infusion",
			Icon = "Skill_Skillcrafting_Fire_NecroFireinfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_NecroFire_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "fdb2aba4-7cac-450c-b412-b639911c309b",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Necrofire",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateFireball;Projectile_IncarnateInfectiousFlame",
			WeaponOverride = "_Summon_Incarnate_NecroFire_Infused",
		},
		INF_WATER = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_WATER_DisplayName",
			DisplayNameRef = "Water Infusion",
			Icon = "Skill_Water_WaterInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Water_A_01:Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "bb9f1adc-f4c9-426b-ac6b-f550c02b4ad6",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Water",
			StackId = "Stack_ElementalInfusion",
			Skills = "Target_IncarnateRestoration",
			WeaponOverride = "_Summon_Incarnate_Water_Infused",
		},
		INF_BLESSED_ICE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_BLESSED_ICE_DisplayName",
			DisplayNameRef = "Blessed Ice Infusion",
			Icon = "Skill_Skillcrafting_Water_BlessedIceInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Ice_A_01_Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "2a61fae8-8fa4-4af3-b816-8e94f18e8628",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Blessed_Ice",
			StackId = "Stack_ElementalInfusion",
			Skills = "Target_IncarnateRestoration;Cone_IncarnateSteamLance",
			WeaponOverride = "_Summon_Incarnate_BlessedIce_Infused",
		},
		INF_POISON = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_POISON_DisplayName",
			DisplayNameRef = "Poison Infusion",
			Icon = "Skill_Earth_PoisonInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Poison_A_01:Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "9e68d1ce-bcbc-4b99-aeed-d5c6d9c28311",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Poison",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnatePoisonDart",
			WeaponOverride = "_Summon_Incarnate_Poison_Infused",
		},
		INF_ACID = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_ACID_DisplayName",
			DisplayNameRef = "Acid Infusion",
			Icon = "Skill_Skillcrafting_Earth_AcidInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Acid_A_01:Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "82cb5e43-73f5-425f-8eed-0a6e2a53f139",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Acid",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnatePoisonDart;Projectile_IncarnateAcidSpores",
			WeaponOverride = "_Summon_Incarnate_Acid_Infused",
		},
		INF_ELECTRIC = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_ELECTRIC_DisplayName",
			DisplayNameRef = "Electric Infusion",
			Icon = "Skill_Air_ElectricInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Electric_A_01:Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "3425a484-bdfe-4a44-a04a-7ff984a4a457",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Electric",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateLightningBolt",
			WeaponOverride = "_Summon_Incarnate_Electric_Infused",
		},
		INF_CURSED_ELECTRIC = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_CURSED_ELECTRIC_DisplayName",
			DisplayNameRef = "Cursed Electric Infusion",
			Icon = "Skill_Skillcrafting_Air_CursedElectricInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_CursedElectric_A_01:Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "1e371b32-a9e4-40cd-a5d2-6795ce9722ce",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Cursed_Electric",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateLightningBolt;Shout_IncarnateElectricFence",
			WeaponOverride = "_Summon_Incarnate_CursedElectric_Infused",
		},
		INF_BLOOD = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_BLOOD_DisplayName",
			DisplayNameRef = "Blood Infusion",
			Icon = "Skill_Fire_BloodInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Blood_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "b5a84a17-59d5-43c0-985e-358609be2e46",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Blood",
			StackId = "Stack_ElementalInfusion",
			Skills = "Target_IncarnateMosquitoSwarm",
			WeaponOverride = "_Summon_Incarnate_Blood_Infused",
		},
		INF_OIL = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_OIL_DisplayName",
			DisplayNameRef = "Oil Infusion",
			Icon = "Skill_Earth_OilInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Oil_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "f4038f51-a8b3-4a33-b8f8-1ad2745ad575",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Oil",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnatePyroclasticRock",
			WeaponOverride = "_Summon_Incarnate_Earth_Infused",
		},
		INF_FIRE_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_FIRE_DisplayName",
			DisplayNameRef = "Fire Infusion",
			Icon = "Skill_Fire_FireInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Fire_A_02:Dummy_L_HandFX,Dummy_R_HandFX;RS3_FX_Char_ElementalDevil_Giant_Fire_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "f46b1af8-500b-4a04-a852-674c4a44a14b",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Fire",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateFireball",
			WeaponOverride = "_Summon_Incarnate_Fire_Infused_Giant",
		},
		INF_NECROFIRE_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_NECROFIRE_DisplayName",
			DisplayNameRef = "Necrofire Infusion",
			Icon = "Skill_Skillcrafting_Fire_NecroFireinfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_NecroFire_A_01:Dummy_StatusFX;RS3_FX_Char_ElementalDevil_NecroFire_A_02:Dummy_L_HandFX,Dummy_R_HandFX",
			MaterialType = "Replacement",
			Material = "cc067904-9e61-40ef-a449-909a866bc6a4",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Necrofire",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateFireball;Projectile_IncarnateInfectiousFlame",
			WeaponOverride = "_Summon_Incarnate_NecroFire_Infused_Giant",
		},
		INF_WATER_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_WATER_DisplayName",
			DisplayNameRef = "Water Infusion",
			Icon = "Skill_Water_WaterInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_Water_A_01:Dummy_BodyFX;RS3_FX_Char_ElementalDevil_Giant_Water_A_01_Head:Dummy_StatusFX;RS3_FX_Char_ElementalDevil_Water_A_02:Dummy_R_HandFX,Dummy_L_HandFX",
			MaterialType = "Replacement",
			Material = "d14d655e-3d4b-42a4-953a-0e270e352865",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Water",
			StackId = "Stack_ElementalInfusion",
			Skills = "Target_IncarnateRestoration",
			WeaponOverride = "_Summon_Incarnate_Water_Infused_Giant",
		},
		INF_BLESSED_ICE_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_BLESSED_ICE_DisplayName",
			DisplayNameRef = "Blessed Ice Infusion",
			Icon = "Skill_Skillcrafting_Water_BlessedIceInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_Ice_A_01_Head:Dummy_StatusFX;RS3_FX_Char_ElementalDevil_Giant_Ice_A_01:Dummy_BodyFX",
			MaterialType = "Replacement",
			Material = "c30ef511-3470-4e77-bd66-496bed706c50",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Blessed_Ice",
			StackId = "Stack_ElementalInfusion",
			Skills = "Target_IncarnateRestoration;Cone_IncarnateSteamLance",
			WeaponOverride = "_Summon_Incarnate_BlessedIce_Infused_Giant",
		},
		INF_POISON_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_POISON_DisplayName",
			DisplayNameRef = "Poison Infusion",
			Icon = "Skill_Earth_PoisonInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_Poison_A_01:Dummy_BodyFX;RS3_FX_Char_ElementalDevil_Giant_Poison_A_01_Head:Dummy_StatusFX;RS3_FX_Char_ElementalDevil_Poison_A_02:Dummy_L_HandFX,Dummy_R_HandFX",
			MaterialType = "Replacement",
			Material = "060f26e9-4fc9-4bde-b1ae-0ad3254fc3c5",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Poison",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnatePoisonDart",
			WeaponOverride = "_Summon_Incarnate_Poison_Infused_Giant",
		},
		INF_ACID_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_ACID_DisplayName",
			DisplayNameRef = "Acid Infusion",
			Icon = "Skill_Skillcrafting_Earth_AcidInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_Acid_A_01:Dummy_BodyFX;RS3_FX_Char_ElementalDevil_Giant_Acid_A_01_Head:Dummy_StatusFX;RS3_FX_Char_ElementalDevil_Acid_A_02:Dummy_L_HandFX,Dummy_R_HandFX",
			MaterialType = "Replacement",
			Material = "8a81bcda-0dac-4b13-a66f-7596a4575227",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Acid",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnatePoisonDart;Projectile_IncarnateAcidSpores",
			WeaponOverride = "_Summon_Incarnate_Acid_Infused_Giant",
		},
		INF_ELECTRIC_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_ELECTRIC_DisplayName",
			DisplayNameRef = "Electric Infusion",
			Icon = "Skill_Air_ElectricInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_Electric_A_01:Dummy_BodyFX;RS3_FX_Char_ElementalDevil_Giant_Electric_A_01_Light:Head_Bone;RS3_FX_Char_ElementalDevil_Electric_A_02:Dummy_R_HandFX,Dummy_L_HandFX",
			MaterialType = "Replacement",
			Material = "5ea43c69-8488-4f6a-a143-5de77f103be2",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Electric",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateLightningBolt",
			WeaponOverride = "_Summon_Incarnate_Electric_Infused_Giant",
		},
		INF_CURSED_ELECTRIC_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_CURSED_ELECTRIC_DisplayName",
			DisplayNameRef = "Cursed Electric Infusion",
			Icon = "Skill_Skillcrafting_Air_CursedElectricInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Giant_CursedElectric_A_01:Dummy_BodyFX;RS3_FX_Char_ElementalDevil_Giant_CursedElectric_A_01_Light:Head_Bone;RS3_FX_Char_ElementalDevil_CursedElectric_A_02:Dummy_R_HandFX,Dummy_L_HandFX",
			MaterialType = "Replacement",
			Material = "6f089d03-d4dd-4c44-bd3a-d5e08b48db53",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Cursed_Electric",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnateLightningBolt;Shout_IncarnateElectricFence",
			WeaponOverride = "_Summon_Incarnate_CursedElectric_Infused_Giant",
		},
		INF_BLOOD_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_BLOOD_DisplayName",
			DisplayNameRef = "Blood Infusion",
			Icon = "Skill_Fire_BloodInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Blood_A_02:Dummy_L_HandFX,Dummy_R_HandFX;RS3_FX_Char_ElementalDevil_Giant_Blood_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "3e65bbf8-ed43-4ad8-a84a-1a8a77ffd8bd",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Blood",
			StackId = "Stack_ElementalInfusion",
			Skills = "Target_IncarnateMosquitoSwarm",
			WeaponOverride = "_Summon_Incarnate_Blood_Infused_Giant",
		},
		INF_OIL_G = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INF_OIL_DisplayName",
			DisplayNameRef = "Oil Infusion",
			Icon = "Skill_Earth_OilInfusion",
			FormatColor = "White",
			StatusEffect = "RS3_FX_Char_ElementalDevil_Oil_A_02:Dummy_L_HandFX,Dummy_R_HandFX;RS3_FX_Char_ElementalDevil_Giant_Oil_A_01:Dummy_StatusFX",
			MaterialType = "Replacement",
			Material = "18daf88a-3c7a-48f1-b9e4-f99cfbb6d3fe",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_Infusion_Oil",
			StackId = "Stack_ElementalInfusion",
			Skills = "Projectile_IncarnatePyroclasticRock",
			WeaponOverride = "_Summon_Incarnate_Earth_Infused_Giant",
		},
		ARROWHEAD_FIRE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARROWHEAD_FIRE_DisplayName",
			DisplayNameRef = "Burning Arrows",
			Icon = "statcons_Arrowhead_Fire",
			FormatColor = "Green",
			StatsId = "Stats_Arrowhead_Fire",
			StackId = "Stack_ElementalArrowhead",
		},
		ARROWHEAD_WATER = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARROWHEAD_WATER_DisplayName",
			DisplayNameRef = "Water Arrows",
			Icon = "statcons_Arrowhead_Water",
			FormatColor = "Green",
			StatsId = "Stats_Arrowhead_Water",
			StackId = "Stack_ElementalArrowhead",
		},
		ARROWHEAD_POISON = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARROWHEAD_POISON_DisplayName",
			DisplayNameRef = "Poison Arrows",
			Icon = "statcons_Arrowhead_Poison",
			FormatColor = "Green",
			StatsId = "Stats_Arrowhead_Poison",
			StackId = "Stack_ElementalArrowhead",
		},
		ARROWHEAD_ELECTRIC = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARROWHEAD_ELECTRIC_DisplayName",
			DisplayNameRef = "Electric Arrows",
			Icon = "statcons_Arrowhead_Electric",
			FormatColor = "Green",
			StatsId = "Stats_Arrowhead_Electric",
			StackId = "Stack_ElementalArrowhead",
		},
		ARROWHEAD_BLOOD = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARROWHEAD_BLOOD_DisplayName",
			DisplayNameRef = "Bloody Arrows",
			Icon = "statcons_Arrowhead_Blood",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_Items_Weapons_DamageType_Blood_Overlay_01",
			StatsId = "Stats_Arrowhead_Blood",
			StackId = "Stack_ElementalArrowhead",
		},
		ARROWHEAD_OIL = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ARROWHEAD_OIL_DisplayName",
			DisplayNameRef = "Oily Arrows",
			Icon = "statcons_Arrowhead_Oil",
			FormatColor = "Green",
			StatsId = "Stats_Arrowhead_Oil",
			StackId = "Stack_ElementalArrowhead",
		},
		SHED_SKIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SHED_SKIN_DisplayName",
			DisplayNameRef = "Shed Skin",
			Icon = "Skill_Polymorph_ShedSkin",
			FormatColor = "White",
			StatsId = "Stats_Shed_Skin",
			ResetCooldowns = "All",
			ResetOncePerCombat = true,
		},
		SUMMONING_ABILITY = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SUMMONING_ABILITY_DisplayName",
			DisplayNameRef = "Soul Bond",
			Description = "SUMMONING_ABILITY_Description",
			DescriptionRef = "Vitality and Armours increased by Summoning ability of the master.",
			Icon = "statIcons_SoulBond",
			FormatColor = "White",
			StatsId = "Stats_Summoning_Ability",
			StackId = "Stack_Summoning_Ability",
		},
		MADNESS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "MADNESS_DisplayName",
			DisplayNameRef = "Mad",
			Description = "MADNESS_Description",
			DescriptionRef = "This character has gone mad. They will attack friend and foe alike.",
			Icon = "Skill_Origins_MaddeningSong",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Madness_01:Dummy_StatusFX",
			SavingThrow = "MagicArmor",
			StatsId = "Stats_Madness",
			StackId = "Stack_Madness",
			LoseControl = true,
		},
		QUEST_TIEDUP = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_TIEDUP_DisplayName",
			DisplayNameRef = "Tied Up",
			Description = "QUEST_TIEDUP_Description",
			DescriptionRef = "Character is tied up.",
			Icon = "statIcons_TiedUp",
			FormatColor = "Earth",
			StatsId = "Stats_Quest_TiedUp",
		},
		CHALLENGE_LOSS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CHALLENGE_LOSS_DisplayName",
			DisplayNameRef = "Challenge Lost",
			Description = "CHALLENGE_LOSS_Description",
			DescriptionRef = "Character suffers consequences of loosing a Challenge.",
			Icon = "Skill_Warrior_Challenge",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Challenged_Lost_01:Dummy_BodyFX",
			StatsId = "Stats_Challenge_Loss",
			StackId = "Stack_Challenge",
		},
		CHALLENGE_WIN = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CHALLENGE_WIN_DisplayName",
			DisplayNameRef = "Challenge Won",
			Description = "CHALLENGE_WIN_Description",
			DescriptionRef = "Character was victorious in a recent Challenge.",
			Icon = "Skill_Warrior_Challenge",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Challenged_Won_01:Dummy_BodyFX",
			StatsId = "Stats_Challenge_Win",
			StackId = "Stack_Challenge",
		},
		DEFLECTING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEFLECTING_DisplayName",
			DisplayNameRef = "Deflecting",
			Description = "DEFLECTING_Description",
			DescriptionRef = "Projectiles targeted at or near this character are sent back where they came from",
			Icon = "Skill_Warrior_DeflectiveBarrier",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Deflecting_01:Dummy_ShieldSkillFX;RS3_FX_GP_Status_Deflecting_Root_01,KeepRot",
			MaterialType = "Overlay",
			Material = "1e0f6cfb-7215-4237-bcc4-61c5af54eb5e",
			MaterialApplyBody = false,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			StatsId = "Stats_Deflecting",
			StackId = "Stack_Deflecting",
		},
		QUEST_DEFLECTING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEFLECTING_DisplayName",
			DisplayNameRef = "Deflecting",
			Description = "DEFLECTING_Description",
			DescriptionRef = "Projectiles targeted at or near this character are sent back where they came from",
			Icon = "Skill_Warrior_DeflectiveBarrier",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Deflecting_01:Dummy_BodyFX;RS3_FX_GP_Status_Deflecting_Root_01,KeepRot",
			MaterialType = "Overlay",
			Material = "1e0f6cfb-7215-4237-bcc4-61c5af54eb5e",
			MaterialApplyBody = false,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			StatsId = "Stats_Deflecting",
			StackId = "Stack_Deflecting",
		},
		BONE_CAGE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "BONE_CAGE_DisplayName",
			DisplayNameRef = "Bone Cage",
			Description = "BONE_CAGE_Description",
			DescriptionRef = "Barrier of bone fragments protects the owner from physical damage",
			Icon = "Skill_Decay_BoneCage",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_BoneCage_01,KeepRot:Dummy_BodyFX",
			StatsId = "Stats_BoneCage",
			StackId = "Stack_BoneCage",
		},
		BONE_PILE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "BONE_PILE_DisplayName",
			DisplayNameRef = "Empowered",
			Description = "BONE_PILE_Description",
			DescriptionRef = "Bone Pile's damage is increased.",
			Icon = "Skill_BonePile_DevourCorpse",
			FormatColor = "Green",
			StatsId = "Stats_BonePile",
		},
		DEMONIC_CORPSE_CONSUME = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEMONIC_CORPSE_CONSUME_DisplayName",
			DisplayNameRef = "Demonic Surfeit",
			Description = "DEMONIC_CORPSE_CONSUME_Description",
			DescriptionRef = "Demon's damage is increased",
			Icon = "statIcons_DemonicConsume",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_BoneCage_01:Dummy_BodyFX",
			MaterialType = "Overlay",
			Material = "1e0f6cfb-7215-4237-bcc4-61c5af54eb5e",
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			StatsId = "Stats_DemonicConsume",
		},
		FARSIGHT = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FARSIGHT_DisplayName",
			DisplayNameRef = "Farsight",
			Description = "FARSIGHT_Description",
			DescriptionRef = "Character's Accuracy and range of ranged weapons and skills are increased",
			Icon = "Skill_Ranger_Farsight",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Farsight_01,KeepRot:Dummy_OverheadFX",
			StatsId = "Stats_Farsight",
			StackId = "Stack_Farsight",
		},
		BREATHING_BUBBLE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "BREATHING_BUBBLE_DisplayName",
			DisplayNameRef = "Breathing Bubble",
			Description = "BREATHING_BUBBLE_Description",
			DescriptionRef = "Character ignores clouds",
			Icon = "Skill_Skillcrafting_Air_BreathingBubble",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_BreathingBubble_01:Dummy_StatusFX",
			StatsId = "Stats_BreathingBubble",
			StackId = "Stack_BreathingBubble",
		},
		WEB = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "WEB_DisplayName",
			DisplayNameRef = "Enwebbed",
			Description = "WEB_Description",
			DescriptionRef = "Unable to move or dodge. Can not be targeted by teleportation skills.",
			Icon = "statIcons_Webbed",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Enwebbed_01:Dummy_Root",
			ImmuneFlag = "WebImmunity",
			StatsId = "Stats_Web",
			StackId = "Stack_Web",
		},
		CARRYCOCOON = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "CARRYCOCOON_DisplayName",
			DisplayNameRef = "Carrying a cocoon",
			StatusEffect = "RS3_FX_GP_Status_CarryCocoon_01:Dummy_CocoonFX",
		},
		FIRE_BRAND = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FIRE_BRAND_DisplayName",
			DisplayNameRef = "Fire Brand",
			Description = "FIRE_BRAND_Description",
			DescriptionRef = "Bonus fire damage",
			Icon = "Skill_Fire_FireBrand",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Firebrand_Subject_Hand_01:Dummy_L_HandFX,Dummy_R_HandFX;RS3_FX_GP_Status_Firebrand_Subject_Weapon_01",
			StatsId = "Stats_FireBrand",
			StackId = "Stack_FireBrand",
			StackPriority = 0,
		},
		FIRE_BRAND_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FIRE_BRAND_AURA_DisplayName",
			DisplayNameRef = "Fire Brand",
			Description = "FIRE_BRAND_AURA_Description",
			DescriptionRef = "Providing bonus fire damage to self and allies.",
			Icon = "Skill_Fire_FireBrand",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Firebrand_Subject_Hand_01:Dummy_L_HandFX,Dummy_R_HandFX;RS3_FX_GP_Status_Firebrand_Subject_Weapon_01;RS3_FX_GP_Status_Firebrand_Aura_01",
			StatsId = "Stats_FireBrand",
			StackId = "Stack_FireBrand",
			StackPriority = 1,
			AuraRadius = 8,
			AuraAllies = "FIRE_BRAND",
		},
		VENOM_COATING = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "VENOM_COATING_DisplayName",
			DisplayNameRef = "Venom Coating",
			Icon = "Skill_Skillcrafting_Earth_VenomCoating",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_VenomCoating_Subject_Hand_01:Dummy_L_HandFX,Dummy_R_HandFX",
			StatsId = "Stats_VenomCoating",
			StackId = "Stack_Venom",
			StackPriority = 0,
		},
		VENOM_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "VENOM_AURA_DisplayName",
			DisplayNameRef = "Venom Aura",
			Icon = "Skill_Skillcrafting_Earth_VenomCoatingAura",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_VenomCoating_Aura_01;RS3_FX_GP_Status_VenomCoating_Subject_Hand_01:Dummy_L_HandFX,Dummy_R_HandFX",
			StatsId = "Stats_VenomAura",
			StackId = "Stack_Venom",
			StackPriority = 1,
			AuraRadius = 8,
			AuraAllies = "VENOM_COATING",
		},
		SIPHON_POISON = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SIPHON_POISON_DisplayName",
			DisplayNameRef = "Siphon Poison",
			Icon = "Skill_Earth_SiphonPoison",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_VenomCoating_Subject_Hand_01:Dummy_L_HandFX,Dummy_R_HandFX",
			StatsId = "Stats_SiphonPoison",
			StackId = "Stack_Siphon",
		},
		EXISTENTIAL_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "EXISTENTIAL_AURA_DisplayName",
			DisplayNameRef = "Existential Aura",
			Description = "EXISTENTIAL_AURA_Description",
			DescriptionRef = "Nothing can do harm as an awareness of the decay of being. (Gives extremely high resistances)",
			Icon = "statcons_ExistentialAura",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Invulnerable_01,KeepRot:Dummy_BodyFX",
		},
		FLAMING_CRESCENDO = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FLAMING_CRESCENDO_DisplayName",
			DisplayNameRef = "Flaming Crescendo",
			Description = "FLAMING_CRESCENDO_Description",
			DescriptionRef = "Character will explode when this status ticks out.",
			Icon = "Skill_Fire_FlamingCrescendo",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_FlamingCrescendo_01:Dummy_OverheadFX",
			LeaveAction = "Projectile_FlamingCrescendo_Explosion",
			DieAction = "Projectile_FlamingCrescendo_Explosion",
		},
		THICK_OF_THE_FIGHT = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "THICK_OF_THE_FIGHT_DisplayName",
			DisplayNameRef = "Thick of Fight",
			Description = "THICK_OF_THE_FIGHT_Description",
			DescriptionRef = "Character's damage is increased by nearby characters",
			Icon = "Skill_Warrior_ThickOfTheFight",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_ThickOfTheFight_Hand_01:Dummy_L_HandFX,Dummy_R_HandFX",
			StatsId = "Stats_Thick_Of_The_Fight",
			StackId = "Stack_ThickOfTheFight",
		},
		VAMPIRISM = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "VAMPIRISM_DisplayName",
			DisplayNameRef = "Vampiric Hunger",
			Description = "VAMPIRISM_Description",
			DescriptionRef = "Healing for [1]% damage dealt to Vitality with direct attacks.",
			DescriptionParams = "Stats:Stats_Vampirism:LifeSteal",
			Icon = "Skill_Skillcrafting_Water_VampiricHunger",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_VampiricHunger_01,KeepRot:Dummy_OverheadFX",
			StatsId = "Stats_Vampirism",
			StackId = "Stack_Vampirism",
			StackPriority = 0,
		},
		VAMPIRISM_AURA = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "VAMPIRISM_AURA_DisplayName",
			DisplayNameRef = "Vampiric Hunger Aura",
			Description = "VAMPIRISM_AURA_Description",
			DescriptionRef = "Providing aura to allies that allows healing for [1]% damage dealt to Vitality with direct attacks.",
			DescriptionParams = "Stats:Stats_Vampirism:LifeSteal",
			Icon = "Skill_Skillcrafting_Water_VampiricHungerAura",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_VampiricHunger_01,KeepRot:Dummy_OverheadFX;RS3_FX_GP_Status_VampiricHunger_Aura_01,KeepRot:Dummy_BodyFX",
			StatsId = "Stats_Vampirism",
			StackId = "Stack_Vampirism",
			StackPriority = 1,
			AuraRadius = 13,
			AuraAllies = "VAMPIRISM",
		},
		INFESTED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "INFESTED_DisplayName",
			DisplayNameRef = "INFESTED",
			Description = "INFESTED_Description",
			DescriptionRef = "An egg is gestating in this character. On status expiration or death of the character,  the egg will burst, spawning a hostile monster and dealing physical damage to all characters in the area. Cured by statuses Blessed, Regenerating, skills Healing Ritual, Cleanse Wounds.",
			Icon = "Skill_Rogue_CrawlingInfestation",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Infested_01:Dummy_WingFX",
			StatsId = "Stats_Infested",
		},
		STORY_ENCHAINED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "STORY_ENCHAINED_DisplayName",
			DisplayNameRef = "Soulbound",
			Description = "STORY_ENCHAINED_Description",
			DescriptionRef = "Character is binded and restricted against his own will using witch source chains",
			Icon = "Skill_Decay_ShacklesOfPain",
			FormatColor = "Red",
			IsInvulnerable = true,
		},
		DEAF = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "DEAF_DisplayName",
			DisplayNameRef = "Deaf",
			Icon = "statIcons_Deaf",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Deaf_01:Dummy_StatusFX",
			SavingThrow = "MagicArmor",
			StatsId = "Stats_Deaf",
			StackId = "Stack_Deaf",
		},
		APOTHEOSIS = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "APOTHEOSIS_DisplayName",
			DisplayNameRef = "Apotheosis",
			Description = "APOTHEOSIS_Description",
			DescriptionRef = "First step towards godhood. Cost of all Source skill reduced by [1]SP.",
			DescriptionParams = "Stats:Stats_Apotheosis:SPCostBoost",
			Icon = "Skill_Polymorph_Apotheosis",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Apotheosis_01;RS3_FX_GP_Status_Apotheosis_StatusFX_01:Dummy_StatusFX",
			StatsId = "Stats_Apotheosis",
			StackId = "Stack_Apotheosis",
		},
		QUEST_WEAKENED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_WEAKENED_DisplayName",
			DisplayNameRef = "Weakened",
			Description = "QUEST_WEAKENED_Description",
			DescriptionRef = "Status from Weakening description.",
			Icon = "Icons_Weakened",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Weakened_01:Dummy_BodyFX",
			StatsId = "Stats_Weakened",
			StackId = "Stack_Weakened",
		},
		PLAGUE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "PLAGUE_DisplayName",
			DisplayNameRef = "Plague",
			Description = "PLAGUE_Description",
			DescriptionRef = "Sallow Man's enfeebling influence. Can be cured by Bless, Steam Lance, Cleanse Wounds, Mass Cleanse Wounds.",
			Icon = "statIcons_Disease",
			FormatColor = "Red",
			StatsId = "Stats_Plague",
		},
		HYPERCHARGED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HYPERCHARGED_DisplayName",
			DisplayNameRef = "Hypercharged",
			Description = "HYPERCHARGED_Description",
			DescriptionRef = "Electric currents are empowering the automaton.",
			Icon = "statIcons_Hypercharged",
			FormatColor = "White",
			ApplyEffect = "RS3_FX_GP_Status_Hypercharged_Apply_01:Dummy_BodyFX",
			StatusEffect = "RS3_FX_GP_Status_Hypercharged_01:Dummy_StatusFX;RS3_FX_GP_Status_Hypercharged_Hands_01:Dummy_L_HandFX,Dummy_R_HandFX",
			MaterialType = "FadingOverlay",
			StatsId = "Stats_Hypercharged",
			StackId = "Stack_Hypercharged",
		},
		QUEST_REVERED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_REVERED_DisplayName",
			DisplayNameRef = "Revered",
			Description = "QUEST_REVERED_Description",
			DescriptionRef = "You feel the power of your allies praying to you. Their devotion is providing you with infinite Source.",
			Icon = "statIcons_Revered",
			FormatColor = "Gold",
			StatusEffect = "RS3_FX_GP_Status_Revered_01:Dummy_BodyFX",
			StatsId = "Stats_Revered",
			StackId = "Stack_Revered",
		},
		GROUNDED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "GROUNDED_DisplayName",
			DisplayNameRef = "Grounded",
			Description = "GROUNDED_Description",
			DescriptionRef = "Can not be targeted by teleportation skills.",
			Icon = "statIcons_Grounded",
			FormatColor = "White",
			StatsId = "Stats_Grounded",
			StackId = "Stats_Grounded",
		},
		PUPPET_DEACTIVATED = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "PUPPET_DEACTIVATED_DisplayName",
			DisplayNameRef = "Deactivated",
			Description = "PUPPET_DEACTIVATED_Description",
			DescriptionRef = "Character is deactivated.",
			Icon = "statIcons_AutomatonInactive",
			FormatColor = "White",
		},
		ASCENDANT = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ASCENDANT_DisplayName",
			DisplayNameRef = "Ascendant",
			Description = "ASCENDANT_Description",
			DescriptionRef = "Competing to seize the powers of Divinity.",
			Icon = "statIcons_Competitor",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_ScriptedEvent_ARX_Divinity_Competitor_01,KeepRot:Dummy_OverheadFX",
		},
		SOURCE_REPLENISH = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SOURCE_REPLENISH_DisplayName",
			DisplayNameRef = "Replenish Source",
			Description = "SOURCE_REPLENISH_Description",
			DescriptionRef = "Power surges within as you replenish [1] Source Point.",
			DescriptionParams = "Stats:Stats_SourceReplenish:MagicPoints",
			Icon = "Skill_Source_ReplenishSource",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_Skills_Soul_Impact_ReplenishSource_01:Dummy_Root:cast;RS3_FX_Skills_Soul_Impact_ReplenishSource_BodyFX_01:Dummy_BodyFX:cast",
			StatsId = "Stats_SourceReplenish",
		},
		LAST_RITE = {
			StatusType = "CONSUME",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "LAST_RITE_DisplayName",
			DisplayNameRef = "Last Rite",
			Icon = "Skill_Decay_LastRites",
			FormatColor = "White",
			StatsId = "Stats_LastRites",
		},
		PERMANENTLY_CURSED = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "CURSED_DisplayName",
			DisplayNameRef = "Cursed",
			Description = "CURSED_Description",
			DescriptionRef = "Decreased resistances, accuracy, dodge.",
			Icon = "statIcons_Cursed",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_Cursed_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Cursed_01",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "CursedImmunity",
			StatsId = "Stats_Cursed",
			StackId = "Stack_Cursed",
			StackPriority = 1,
		},
		DOUBLE_DAMAGE = {
			StatusType = "CONSUME",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "DOUBLE_DAMAGE_DisplayName",
			DisplayNameRef = "Double Damage",
			Description = "DOUBLE_DAMAGE_Description",
			DescriptionRef = "Any damage that this character deals is doubled.",
			Icon = "statIcons_DoubleDamage",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Enraged_01:Dummy_StatusFX",
			MaterialType = "FadingOverlay",
			StatsId = "Stats_DoubleDamage",
			StackId = "Stack_DoubleDamage",
		},
		DEVOURER_CONSUME = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEVOURER_CONSUME_DisplayName",
			DisplayNameRef = "Unsated Hunger",
			Description = "DEVOURER_CONSUME_Description",
			DescriptionRef = "Deals [1] damage per turn until target marked by the armor dies.",
			DescriptionParams = "Damage",
			Icon = "statIcons_DemonicLeech_Subject",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Bleeding_01:Dummy_BodyFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			StatsId = "Stats_Devourer_Consume",
			StackId = "Stats_Devourer_Consume",
			DamageEvent = "OnTurn",
			DamageStats = "Status_Damage_DevourerConsume",
			DeathType = "Physical",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = true,
		},
		POISONED_CONTAMINATION = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "POISONED_DisplayName",
			DisplayNameRef = "Poisoned",
			Description = "POISONED_Description",
			DescriptionRef = "Deals [1] damage each turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Poison",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_Poisoned_01:Dummy_StatusFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Poisoned_01",
			StatusEffectOnTurn = "RS3_FX_GP_Status_Poisoned_DoT_01",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "PoisonImmunity",
			StatsId = "Stats_Poisoned",
			StackId = "Stack_Poisoned",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Poisoned",
			DeathType = "Acid",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		CON02_ENTANGLED = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "CON02_ENTANGLED_DisplayName",
			DisplayNameRef = "Grasping Vines",
			Description = "CON02_ENTANGLED_Description",
			DescriptionRef = "Wriggling vines hold the target down. Target cannot move or teleport.",
			Icon = "statIcons_Entangled",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_WormEntangled_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Petrified_01",
			StatsId = "Stats_Entangled",
			DamageEvent = "None",
		},
		DEV06_ETHEREALSPIKE_DMG = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEV06_ETHEREALSPIKE_DMG_DisplayName",
			DisplayNameRef = "Soul Consumption",
			Description = "DEV06_ETHEREALSPIKE_DMG_Description",
			DescriptionRef = "Deals [1] damage per turn.",
			DescriptionParams = "Damage",
			Icon = "Devourer_Soul_Consumption",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_EtherealPrison_BurnOverlay_01:Dummy_BodyFX",
			MaterialType = "None",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			StatsId = "Stats_Bleeding",
			StackId = "Stack_SoulConsumption",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_EtherealPrison",
			DeathType = "Physical",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = true,
		},
		POISONED = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "POISONED_DisplayName",
			DisplayNameRef = "Poisoned",
			Description = "POISONED_Description",
			DescriptionRef = "Deals [1] damage each turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Poison",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_Poisoned_01:Dummy_StatusFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Poisoned_01",
			StatusEffectOnTurn = "RS3_FX_GP_Status_Poisoned_DoT_01",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "PoisonImmunity",
			StatsId = "Stats_Poisoned",
			StackId = "Stack_Poisoned",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Poisoned",
			DeathType = "Acid",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		BURNING = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "BURNING_DisplayName",
			DisplayNameRef = "Burning",
			Description = "BURNING_Description",
			DescriptionRef = "Deals [1] damage per turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Fire",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_Burning_01",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Burning_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			MaterialFadeAmount = 2000,
			MaterialOverlayOffset = 10000,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "BurnImmunity",
			StatsId = "Stats_Burning",
			StackId = "Stack_Burning",
			SurfaceChange = "Ignite",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Burning",
			DeathType = "Incinerate",
			DamageCharacters = true,
			DamageItems = true,
			DamageTorches = false,
			PermanentOnTorch = true,
			SpawnBlood = false,
		},
		BLEEDING = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "BLEEDING_DisplayName",
			DisplayNameRef = "Bleeding",
			Description = "BLEEDING_Description",
			DescriptionRef = "Deals [1] damage per turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Bleeding",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Bleeding_01:Dummy_BodyFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			SavingThrow = "PhysicalArmor",
			ImmuneFlag = "BleedingImmunity",
			StatsId = "Stats_Bleeding",
			StackId = "Stack_Bleeding",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Bleeding",
			DeathType = "Physical",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = true,
		},
		NECROFIRE = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "NECROFIRE_DisplayName",
			DisplayNameRef = "Necrofire",
			Description = "NECROFIRE_Description",
			DescriptionRef = "Deals [1] damage each turn. Cannot be extinguished.",
			DescriptionParams = "Damage",
			Icon = "statIcons_NecroFire",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_Necrofire_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Necrofire_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			MaterialFadeAmount = 2000,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "BurnImmunity",
			StatsId = "Stats_Necrofire",
			StackId = "Stack_Necrofire",
			SurfaceChange = "Ignite",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Necrofire",
			DeathType = "Incinerate",
			DamageCharacters = true,
			DamageItems = true,
			DamageTorches = true,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		PERMANENT_NECROFIRE = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "PERMANENT_NECROFIRE_DisplayName",
			DisplayNameRef = "Necrofire",
			Description = "PERMANENT_NECROFIRE_Description",
			DescriptionRef = "Deals [1] damage each turn. Cannot be extinguished.",
			DescriptionParams = "Damage",
			Icon = "statIcons_NecroFire",
			FormatColor = "Fire",
			StatusEffect = "RS3_FX_GP_Status_Necrofire_Permanent_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Necrofire_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			MaterialFadeAmount = 2000,
			StatsId = "Stats_Necrofire",
			SurfaceChange = "Ignite",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Necrofire",
			DeathType = "Incinerate",
			DamageCharacters = true,
			DamageItems = true,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		HELLFIRE = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "HELLFIRE_DisplayName",
			DisplayNameRef = "HellFire",
			Description = "PERMANENT_NECROFIRE_Description",
			DescriptionRef = "Deals [1] damage each turn. Cannot be extinguished.",
			DescriptionParams = "Damage",
			Icon = "statIcons_NecroFire",
			FormatColor = "Blackrock",
			StatusEffect = "RS3_FX_GP_Status_Necrofire_Permanent_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Necrofire_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			MaterialFadeAmount = 2000,
			StatsId = "Stats_Necrofire",
			SurfaceChange = "Ignite",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Necrofire",
			DeathType = "Incinerate",
			DamageCharacters = true,
			DamageItems = true,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
			StackId = "Stack_HellFire",
		},
		ACID = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "ACID_DisplayName",
			DisplayNameRef = "Acid",
			Description = "ACID_Description",
			DescriptionRef = "Destroys [1] each turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Acid",
			FormatColor = "Poison",
			StatusEffect = "RS3_FX_GP_Status_Acid_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Acid_01",
			StatusEffectOnTurn = "RS3_FX_GP_Status_Acid_DoT_01",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = false,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = true,
			ImmuneFlag = "AcidImmunity",
			StatsId = "Stats_Acid",
			StackId = "Stack_Acid",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Acid",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		SUFFOCATING = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "SUFFOCATING_DisplayName",
			DisplayNameRef = "Suffocating",
			Description = "SUFFOCATING_Description",
			DescriptionRef = "Destroys [1] each turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Suffocating",
			FormatColor = "Blackrock",
			StatusEffect = "RS3_FX_GP_Status_Suffocating_01:Dummy_StatusFX",
			ImmuneFlag = "SuffocatingImmunity",
			StatsId = "Stats_Suffocating",
			StackId = "Stack_Suffocating",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Suffocating",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		TOTEM_ARMOR_STRIP = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "TOTEM_ARMOR_STRIP_DisplayName",
			DisplayNameRef = "Totem Armor Destruction",
			Description = "TOTEM_ARMOR_STRIP_Description",
			DescriptionRef = "Destroys [1] each turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Suffocating",
			FormatColor = "Blackrock",
			StatusEffect = "RS3_FX_GP_Status_Suffocating_01:Dummy_StatusFX",
			StatsId = "Stats_Totem_Armor_Strip",
			StackId = "Stack_TotemEffect",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Totem_Armor_Strip",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		ENTANGLED = {
			StatusType = "DAMAGE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "ENTANGLED_DisplayName",
			DisplayNameRef = "Entangled",
			Description = "ENTANGLED_Description",
			DescriptionRef = "Character is held down and cannot move or teleport. Deals [1] each turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Entangled",
			FormatColor = "Purple",
			StatusEffect = "RS3_FX_GP_Status_WormEntangled_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Petrified_01",
			SavingThrow = "MagicArmor",
			StatsId = "Stats_Entangled",
			StackId = "Stack_Entangled",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Poisoned",
			DeathType = "Acid",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		DEATH_WISH = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEATH_WISH_DisplayName",
			DisplayNameRef = "Death Wish",
			Description = "DEATH_WISH_Description",
			DescriptionRef = "The character receives bonus damage depending on missing Vitality. Deals [1] damage each turn.",
			DescriptionParams = "Damage",
			Icon = "Skill_Decay_DeathWish",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_DeathWish_01:Dummy_BodyFX;RS3_FX_GP_Status_DeathWish_StatusFX_01,KeepRot:Dummy_OverheadFX",
			StatsId = "Stats_DeathWish",
			StackId = "Stack_DeathWish",
			DamageEvent = "None",
			DamageStats = "Damage_DeathWish",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
			ScaleWithVitality = true,
		},
		DEATH_FOG = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEATH_FOG_DisplayName",
			DisplayNameRef = "Deathfog Influence",
			Description = "DEATH_FOG_Description",
			DescriptionRef = "Engulfed in deadly fumes, receiving damage each turn.",
			Icon = "statcons_DeathFog",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_DeathfogInfluence_01:Dummy_BodyFX",
			StatusEffectOnTurn = "RS3_FX_GP_Status_DeathfogInfluence_Hit_01",
			DamageEvent = "OnApplyAndTurn",
			DamageStats = "DamageSurface_Deathfog",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		QUEST_PAIN = {
			StatusType = "DAMAGE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "QUEST_PAIN_DisplayName",
			DisplayNameRef = "Alice Alisceon's Pain",
			Description = "QUEST_PAIN_Description",
			DescriptionRef = "The pain of Alice Alisceon pierces your soul, damaging you for [1] every turn.",
			DescriptionParams = "Damage",
			Icon = "statIcons_Pain",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_Pain_Subject_01:Dummy_StatusFX",
			Material = "f46b1af8-500b-4a04-a852-674c4a44a14b",
			StatsId = "Stats_Quest_PainStatus",
			StackId = "Stack_Quest_PainStatus",
			DamageEvent = "OnTurn",
			DamageStats = "Damage_Pain",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = false,
		},
		DAMAGE_ON_MOVE = {
			StatusType = "DAMAGE_ON_MOVE",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "DAMAGE_ON_MOVE_DisplayName",
			DisplayNameRef = "Broken Knee",
			Description = "DAMAGE_ON_MOVE_Description",
			DescriptionRef = "Character is damaged by movement.",
			Icon = "Skill_Rogue_KneeBreaker",
			FormatColor = "Red",
			StatusEffect = "RS3_FX_GP_Status_BrokenKnee_01:Dummy_Root",
			StatsId = "Stats_Damage_On_Move",
			StackId = "Stack_DamageOnMove",
			DamageEvent = "None",
			DamageStats = "Damage_KneeBreaker",
			DeathType = "DoT",
			DamageCharacters = true,
			DamageItems = false,
			DamageTorches = false,
			PermanentOnTorch = false,
			SpawnBlood = true,
		},
		DEACTIVATED = {
			StatusType = "DEACTIVATED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DEACTIVATED_DisplayName",
			DisplayNameRef = "Deactivated",
			Description = "DEACTIVATED_Description",
			DescriptionRef = "Character is deactivated.",
			FormatColor = "White",
			MaterialType = "Replacement",
			Material = "4112892f-5171-49c1-8dd2-ff4f639d4ba0",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = false,
			IsInvulnerable = true,
		},
		PERMANENT_DECAY = {
			StatusType = "DECAYING_TOUCH",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "PERMANENT_DECAY_DisplayName",
			DisplayNameRef = "Decomposing",
			Description = "PERMANENT_DECAY_Description",
			DescriptionRef = "Healing spells and potions will damage you.",
			Icon = "statIcons_Decomposing",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Decaying_Permanent_01:Dummy_BodyFX",
			StatsId = "Stats_PermanentDecay",
		},
		DEMONIC_BARGAIN = {
			StatusType = "DEMONIC_BARGAIN",
			ForGameMaster = false,
			InitiateCombat = true,
			BringIntoCombat = true,
			DisplayName = "DEMONIC_BARGAIN_DisplayName",
			DisplayNameRef = "Demonic Bargain",
			Icon = "Skill_Polymorph_DemonicBargain",
			SavingThrow = "PhysicalArmor",
			StatsId = "Stats_Demonic_Bargain",
		},
		DISARMED = {
			StatusType = "DISARMED",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DISARMED_DisplayName",
			DisplayNameRef = "Disarmed",
			Description = "DISARMED_Description",
			DescriptionRef = "Character is disarmed",
			Icon = "statIcons_Disarmed",
			StatusEffect = "RS3_FX_GP_Status_Disarmed_01:Dummy_L_HandFX;RS3_FX_GP_Status_Disarmed_01:Dummy_R_HandFX",
			SavingThrow = "PhysicalArmor",
			StatsId = "Stats_Disarmed",
		},
		ALTARRUNES = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ALTARRUNES_DisplayName",
			DisplayNameRef = "Ancient Runes",
			StatusEffect = "RS3_FX_OctagonalAltar_Runes_Overlay",
		},
		REFLECTION = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "REFLECTION_DisplayName",
			DisplayNameRef = "Pondering",
			StatusEffect = "RS3_FX_UI_Exclamation_Mark_01:Dummy_OverheadFX",
			PlayerSameParty = true,
			PlayerHasTag = "AVATAR",
			PeaceOnly = true,
		},
		SOURCE_BLAST = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SOURCE_BLAST_DisplayName",
			DisplayNameRef = "Source Blast",
			BeamEffect = "RS3_FX_GP_Beams_ComplexElectric_01:Dummy_OverheadFX:Dummy_BodyFX",
		},
		NIGHTMARISH = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "NIGHTMARISH_DisplayName",
			DisplayNameRef = "Nightmarish",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Nightmarish_01:Dummy_StatusFX",
		},
		NULL = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "NULL_DisplayName",
			DisplayNameRef = "Dummy Status",
		},
		VEILED_UNDEAD = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "VEILED_UNDEAD_DisplayName",
			DisplayNameRef = "Veiled Undead",
			Description = "VEILED_UNDEAD_Description",
			DescriptionRef = "Due to the clothing you wear, your Undead nature is hidden from those around you.",
			Icon = "statIcons_Veiled_Undead",
		},
		REFLECTION_SQUIRREL = {
			StatusType = "EFFECT",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "REFLECTION_SQUIRREL_DisplayName",
			DisplayNameRef = "Pondering",
			StatusEffect = "RS3_FX_UI_Exclamation_Mark_01:Dummy_OverheadFX",
			PlayerHasTag = "SQUIRRELKNIGHT_PLAYER",
			PeaceOnly = true,
		},
		EXTRA_TURN = {
			StatusType = "EXTRA_TURN",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "EXTRA_TURN_DisplayName",
			DisplayNameRef = "Time-Warped",
			Description = "EXTRA_TURN_Description",
			DescriptionRef = "Character will get an extra turn in combat",
			Icon = "Skill_TimeWarp",
			FormatColor = "White",
			StatsId = "Stats_ExtraTurn",
			StackId = "Stack_ExtraTurn",
		},
		FEAR = {
			StatusType = "FEAR",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "FEAR_DisplayName",
			DisplayNameRef = "Terrified",
			Description = "FEAR_Description",
			DescriptionRef = "Fear has gripped this character. It cannot be controlled and will automatically try to run away. Cured by Clear-Minded, Enraged.",
			Icon = "statIcons_Frightened",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_Fear_02:Dummy_StatusFX",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "FearImmunity",
			StatsId = "Stats_Fear",
			StackId = "Stack_Fear",
		},
		VULTURE_WINGS = {
			StatusType = "FLOATING",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "VULTURE_WINGS_DisplayName",
			DisplayNameRef = "Wings",
			Description = "VULTURE_WINGS_Description",
			DescriptionRef = "Character has Wings",
			Icon = "Skill_Polymorph_Wings",
			StatsId = "Stats_Floating",
			StackId = "Stack_Back",
			StackPriority = 3,
			Skills = "Projectile_Flight",
			Items = "ARM_Vulture",
			OnlyWhileMoving = true,
		},
		WINGS = {
			StatusType = "FLOATING",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "WINGS_DisplayName",
			DisplayNameRef = "Wings",
			Description = "WINGS_Description",
			DescriptionRef = "Character has Wings",
			Icon = "Skill_Polymorph_Wings",
			StatsId = "Stats_Floating",
			StackId = "Stack_Back",
			StackPriority = 0,
			Skills = "Projectile_Flight",
			Items = "ARM_Wings",
			OnlyWhileMoving = true,
		},
		PURE = {
			StatusType = "FLOATING",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "PURE_DisplayName",
			DisplayNameRef = "Pure",
			Description = "PURE_Description",
			DescriptionRef = "This character is pure. They passed the Path of Blood and received Lucian's blessing.",
			Icon = "statIcons_Pure",
			StatusEffect = "RS3_FX_GP_Status_Blessed_01:Dummy_BodyFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Blessed_01",
			StatsId = "Stats_Floating",
			StackId = "Stack_Back",
			StackPriority = 1,
			Skills = "Projectile_Flight",
			Items = "ARM_Wings",
			OnlyWhileMoving = true,
		},
		GUARDIAN_ANGEL = {
			StatusType = "GUARDIAN_ANGEL",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "GUARDIAN_ANGEL_DisplayName",
			DisplayNameRef = "Guardian Angel",
			Description = "GUARDIAN_ANGEL_Description",
			DescriptionRef = "[1]% of incoming damage is redirected to a nearby Ally.",
			DescriptionParams = "DamagePercentage",
			Icon = "Skill_Warrior_GuardianAngel",
			StatusEffect = "RS3_FX_GP_Status_GuardianAngel_Subject_01",
			StatsId = "Stats_Guardian_Angel",
			StackId = "Stack_GuardianAngel",
			StackPriority = 0,
			DamagePercentage = 50,
		},
		VULTURE_CONSUME_CORPSE_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "VULTURE_CONSUME_CORPSE_HEAL_DisplayName",
			DisplayNameRef = "Consumed Corpse",
			StatusEffect = "RS3_FX_GP_Status_NecroHeal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 200,
			Necromantic = true,
		},
		DEVOURER_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "DEVOURER_HEAL_DisplayName",
			DisplayNameRef = "Soul Consumed",
			StatusEffect = "RS3_FX_GP_Status_NecroHeal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 200,
			Necromantic = true,
		},
		HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HEAL_DisplayName",
			DisplayNameRef = "Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
		},
		HEAL_LIGHT = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HEAL_LIGHT_DisplayName",
			DisplayNameRef = "Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 20,
		},
		PERMAFROST_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HEAL_DisplayName",
			DisplayNameRef = "Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 150,
			Necromantic = true,
		},
		RESURRECT = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "RESURRECT_DisplayName",
			DisplayNameRef = "Resurrect",
			HealStat = "Vitality",
			HealEffectId = "RS3_FX_Skills_Source_Resurrect_Target_Cast",
		},
		CannibalizeHeal = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "CannibalizeHeal_DisplayName",
			DisplayNameRef = "Canibalize",
			StatusEffect = "RS3_FX_GP_Status_NecroHeal_Impact_01",
			HealStat = "All",
			HealType = "TargetDependent",
			HealValue = 100,
			Necromantic = true,
		},
		CONSUME_CORPSE = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "CONSUME_CORPSE_DisplayName",
			DisplayNameRef = "Consumed Corpse",
			StatusEffect = "RS3_FX_GP_Status_NecroHeal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
			Necromantic = true,
		},
		VAMPIRIC_TOUCH = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "VAMPIRIC_TOUCH_DisplayName",
			DisplayNameRef = "Vampiric Touch",
			StatusEffect = "RS3_FX_GP_Status_NecroHeal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
			VampirismType = "Any",
			Necromantic = true,
		},
		DemonicStareHeal = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "DemonicStareHeal_DisplayName",
			DisplayNameRef = "Demonic Stare",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "MagicArmor",
			HealType = "Qualifier",
			HealValue = 100,
			VampirismType = "Any",
		},
		HolyGrenadeHeal = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HolyGrenadeHeal_DisplayName",
			DisplayNameRef = "Holy Grenade",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 75,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		EnemyMassHeal = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "EnemyMassHeal_DisplayName",
			DisplayNameRef = "Mass Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		CHAIN_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "CHAIN_HEAL_DisplayName",
			DisplayNameRef = "Chain Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 80,
		},
		FrostyShell = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "FrostyShell_DisplayName",
			DisplayNameRef = "Magic Armor Restoration",
			Description = "FrostyShell_Description",
			DescriptionRef = "Restores magic armor.",
			HealStat = "MagicArmor",
			HealType = "Qualifier",
			HealValue = 100,
		},
		Fortified_Restore = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "Fortified_Restore_DisplayName",
			DisplayNameRef = "Physical Armor Restoration",
			Description = "Fortified_Restore_Description",
			DescriptionRef = "Restores physical armor.",
			HealStat = "PhysicalArmor",
			HealType = "Qualifier",
			HealValue = 100,
		},
		HOLY_WATER = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HOLY_WATER_DisplayName",
			DisplayNameRef = "Holy Water",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 20,
			Description = "HOLY_WATER_Description",
			DescriptionRef = "Healing while moving.",
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		HOLY_FIRE_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HOLY_FIRE_HEAL_DisplayName",
			DisplayNameRef = "Holy Fire",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 20,
			Description = "HOLY_FIRE_HEAL_Description",
			DescriptionRef = "Healing while moving.",
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		BLOOD_BUBBLE = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "BLOOD_BUBBLE_DisplayName",
			DisplayNameRef = "Blood Bubble",
			StatusEffect = "RS3_FX_GP_Status_Bleeding_01:Dummy_BodyFX",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 200,
			Description = "BLOOD_BUBBLE_Description",
			DescriptionRef = "Consumes blood surfaces to restore Vitality.",
			AbsorbSurfaceType = "Blood;BloodFrozen;BloodElectrified;BloodCloud;BloodCloudElectrified;BloodBlessed;BloodFrozenBlessed;BloodElectrifiedBlessed;BloodCloudBlessed;BloodCloudElectrifiedBlessed;BloodCursed;BloodFrozenCursed;BloodElectrifiedCursed;BloodCloudCursed;BloodCloudElectrifiedCursed",
			AbsorbSurfaceRange = 200,
			Necromantic = true,
		},
		CRYOTHERAPY = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "CRYOTHERAPY_DisplayName",
			DisplayNameRef = "Cryotherapy",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "MagicArmor",
			HealType = "Qualifier",
			HealValue = 400,
			AbsorbSurfaceType = "WaterFrozen;WaterFrozenCursed;WaterFrozenBlessed;BloodFrozen;BloodFrozenCursed;BloodFrozenBlessed;",
			AbsorbSurfaceRange = 200,
		},
		OIL_CARAPACE = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "OIL_CARAPACE_DisplayName",
			DisplayNameRef = "Oil Carapace",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "PhysicalArmor",
			HealType = "Qualifier",
			HealValue = 400,
			AbsorbSurfaceType = "Oil;OilCursed;OilBlessed",
			AbsorbSurfaceRange = 200,
		},
		SHIELDED_MAGIC = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "SHIELDED_MAGIC_DisplayName",
			DisplayNameRef = "Shielded",
			HealStat = "MagicArmor",
			HealType = "Shield",
			HealValue = 100,
		},
		SHIELDED_PHYSICAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "SHIELDED_PHYSICAL_DisplayName",
			DisplayNameRef = "Shielded",
			HealStat = "PhysicalArmor",
			HealType = "Shield",
			HealValue = 100,
		},
		POST_MAGIC_CONTROL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "POST_MAGIC_CONTROL_DisplayName",
			DisplayNameRef = "Perseverance",
			Icon = "statIcons_Perseverance",
			FormatColor = "White",
			ForceOverhead = true,
			HealStat = "MagicArmor",
			HealType = "Percentage",
			HealValue = 1,
			BonusFromAbility = "Perseverance",
		},
		POST_PHYS_CONTROL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "POST_PHYS_CONTROL_DisplayName",
			DisplayNameRef = "Perseverance",
			Icon = "statIcons_Perseverance",
			FormatColor = "White",
			ForceOverhead = true,
			HealStat = "PhysicalArmor",
			HealType = "Percentage",
			HealValue = 1,
			BonusFromAbility = "Perseverance",
		},
		ARCANE_STITCH = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "ARCANE_STITCH_DisplayName",
			DisplayNameRef = "Arcane Stitch",
			HealStat = "MagicArmor",
			HealType = "Percentage",
			HealValue = 100,
		},
		HARMONY = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HARMONY_DisplayName",
			DisplayNameRef = "Harmony",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 50,
		},
		HARMONY_MA = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HARMONY_MA_DisplayName",
			DisplayNameRef = "Harmony Magic Armour",
			HealStat = "MagicArmor",
			HealType = "Qualifier",
			HealValue = 20,
		},
		CLEANSE_WOUNDS = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "CLEANSE_WOUNDS_DisplayName",
			DisplayNameRef = "Cleanse Wounds",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 150,
		},
		AUTOMATON_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "HEAL_DisplayName",
			DisplayNameRef = "Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "All",
			HealType = "Percentage",
			HealValue = 35,
		},
		FIRST_AID = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "FIRST_AID_DisplayName",
			DisplayNameRef = "First Aid",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
		},
		LIFESTEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HEAL_DisplayName",
			DisplayNameRef = "Heal",
			StatusEffect = "RS3_FX_GP_Status_NecroHeal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
			Necromantic = true,
		},
		VAMPIRIC_VITALITY = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "VAMPIRIC_VITALITY_DisplayName",
			DisplayNameRef = "Vampiric Vitality",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_Vampiric_01",
			HealStat = "Vitality",
			HealType = "DamagePercentage",
			HealValue = 50,
			VampirismType = "Any",
		},
		VAMPIRIC_PHYSICAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "VAMPIRIC_PHYSICAL_DisplayName",
			DisplayNameRef = "Vampiric Physical",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_Vampiric_01",
			HealStat = "PhysicalArmor",
			HealType = "DamagePercentage",
			HealValue = 50,
			VampirismType = "Any",
		},
		VAMPIRIC_MAGICAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "VAMPIRIC_MAGICAL_DisplayName",
			DisplayNameRef = "Vampiric Magical",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_Vampiric_01",
			HealStat = "MagicArmor",
			HealType = "DamagePercentage",
			HealValue = 50,
			VampirismType = "Any",
		},
		PROTECTION_CIRCLE_INITIAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "PROTECTION_CIRCLE_INITIAL_DisplayName",
			DisplayNameRef = "Circle of Protection",
			HealStat = "AllArmor",
			HealType = "Qualifier",
			HealValue = 100,
		},
		DALLIS_TRANSFORMRESTORE = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "DALLIS_TRANSFORMRESTORE_DisplayName",
			DisplayNameRef = "Heal",
			HealStat = "All",
			HealType = "Percentage",
			HealValue = 100,
			Necromantic = true,
		},
		CHALLENGE_HEAL = {
			StatusType = "HEAL",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "CHALLENGE_HEAL_DisplayName",
			DisplayNameRef = "Heal",
			StatusEffect = "RS3_FX_GP_Status_Heal_Impact_01",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 200,
			Necromantic = true,
		},
		DEVOURER_ARMOR_REGEN = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "DEVOURER_ARMOR_REGEN_DisplayName",
			DisplayNameRef = "Armor Regeneration",
			Description = "DEVOURER_ARMOR_REGEN_Description",
			DescriptionRef = "Restoring [1] Physical Armour each turn.",
			DescriptionParams = "HealAmount",
			Icon = "Item_EQ_Armor_Platemail_Lowerbody_A",
			FormatColor = "Healing",
			StatsId = "Stats_DevourerRegen",
			StackId = "Stats_DevourerRegen",
			HealingEvent = "OnTurn",
			HealStat = "PhysicalArmor",
			HealType = "Qualifier",
			HealValue = 20,
			SkipInitialEffect = false,
		},
		HEALING = {
			StatusType = "HEALING",
			ForGameMaster = true,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "HEALING_DisplayName",
			DisplayNameRef = "Healing",
			Description = "HEALING_Description",
			DescriptionRef = "Heals [1] health points per turn.",
			DescriptionParams = "HealAmount",
			Icon = "statIcons_Healing",
			FormatColor = "Healing",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 100,
			SkipInitialEffect = false,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		BODYPART_HEAL = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "BODYPART_HEAL_DisplayName",
			DisplayNameRef = "Healing",
			Description = "BODYPART_HEAL_Description",
			DescriptionRef = "Heals [1] health points per turn.",
			DescriptionParams = "HealAmount",
			Icon = "statIcons_Healing",
			FormatColor = "Healing",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 30,
			SkipInitialEffect = false,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
			Necromantic = true,
		},
		REGENERATION = {
			StatusType = "HEALING",
			ForGameMaster = true,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "REGENERATION_DisplayName",
			DisplayNameRef = "Regenerating",
			Description = "REGENERATION_Description",
			DescriptionRef = "Heals [1] health points per turn.",
			DescriptionParams = "HealAmount",
			Icon = "statIcons_Regenerate",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_GP_Status_Regenerating_01",
			ImmuneFlag = "RegeneratingImmunity",
			StatsId = "Stats_Regenerating",
			StackId = "Stack_Regenerating",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 75,
			SkipInitialEffect = false,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		TROLL_REGENERATION = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "TROLL_REGENERATION_DisplayName",
			DisplayNameRef = "Troll Blood",
			Description = "TROLL_REGENERATION_Description",
			DescriptionRef = "Heals [1] health points per turn.",
			DescriptionParams = "HealAmount",
			Icon = "statIcons_TrollBlood",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_GP_Status_Regenerating_01",
			ImmuneFlag = "RegeneratingImmunity",
			StatsId = "Stats_Regenerating",
			StackId = "Stack_Regenerating",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 800,
			SkipInitialEffect = false,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		FROST_AURA = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "FROST_AURA_DisplayName",
			DisplayNameRef = "Frost Aura",
			Description = "FROST_AURA_Description",
			DescriptionRef = "Restoring [1] Magic Armour each turn.",
			DescriptionParams = "HealAmount",
			Icon = "Skill_Water_SoothingCold",
			FormatColor = "Healing",
			StatsId = "Stats_FrostAura",
			StackId = "Stack_FrostAura",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "MagicArmor",
			HealType = "Qualifier",
			HealValue = 30,
			SkipInitialEffect = false,
		},
		STEEL_SKIN = {
			StatusType = "HEALING",
			ForGameMaster = true,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "STEEL_SKIN_DisplayName",
			DisplayNameRef = "Steel Skin",
			Description = "STEEL_SKIN_Description",
			DescriptionRef = "Restoring [1] Physical Armour each turn.",
			DescriptionParams = "HealAmount",
			Icon = "Skill_Polymorph_SteelSkin",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_GP_Status_SteelSkin_01",
			StatsId = "Stats_SteelSkin",
			StackId = "Stack_Skin",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "PhysicalArmor",
			HealType = "Qualifier",
			HealValue = 40,
			SkipInitialEffect = false,
		},
		MEND_METAL = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "MEND_METAL_DisplayName",
			DisplayNameRef = "Mending Metal",
			Description = "MEND_METAL_Description",
			DescriptionRef = "Restoring [1] Physical Armour each turn.",
			DescriptionParams = "HealAmount",
			Icon = "Skill_Earth_MendMetal",
			FormatColor = "Healing",
			StatsId = "Stats_MendMetal",
			StackId = "Stack_MendMetal",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "PhysicalArmor",
			HealType = "Qualifier",
			HealValue = 30,
			SkipInitialEffect = false,
		},
		STEAM_LANCE = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = true,
			DisplayName = "STEAM_LANCE_DisplayName",
			DisplayNameRef = "Steam Lance",
			Description = "REGENERATION_Description",
			DescriptionRef = "Heals [1] health points per turn.",
			DescriptionParams = "HealAmount",
			Icon = "Skill_Water_SteamLance",
			FormatColor = "Healing",
			StatusEffect = "RS3_FX_GP_Status_Regenerating_01",
			ImmuneFlag = "RegeneratingImmunity",
			StatsId = "Stats_Regenerating",
			StackId = "Stack_Regenerating",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 75,
			SkipInitialEffect = false,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
		},
		PROTECTION_CIRCLE = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "PROTECTION_CIRCLE_DisplayName",
			DisplayNameRef = "Circle of Protection",
			Description = "PROTECTION_CIRCLE_Description",
			DescriptionRef = "Restoring [1] Physical Armour and [1] Magic Armour each turn.",
			DescriptionParams = "HealAmount",
			Icon = "Skill_Summoning_CircleOfProtection",
			FormatColor = "Healing",
			StatsId = "Stats_ProtectionCircle",
			HealingEvent = "OnTurn",
			HealStat = "AllArmor",
			HealType = "Qualifier",
			HealValue = 90,
			SkipInitialEffect = false,
		},
		QUEST_OVERGROWN = {
			StatusType = "HEALING",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "QUEST_OVERGROWN_DisplayName",
			DisplayNameRef = "Overgrown",
			Description = "QUEST_OVERGROWN_Description",
			DescriptionRef = "Thanks to green thumbs or black magic, this vegetal creature has become Overgrown, which increases its damage and restores [1] health points per turn. Removed by 'Cursed' status or Necrofire.",
			DescriptionParams = "HealAmount",
			Icon = "statcons_Overgrown",
			FormatColor = "Green",
			StatusEffect = "RS3_FX_GP_Status_Overgrown_01,KeepRot:Dummy_BodyFX",
			ImmuneFlag = "RegeneratingImmunity",
			StatsId = "Stats_Quest_Overgrown",
			StackId = "Stats_Quest_Overgrown",
			HealingEvent = "OnApplyAndTurn",
			HealStat = "Vitality",
			HealType = "Qualifier",
			HealValue = 75,
			SkipInitialEffect = false,
			HealEffectId = "RS3_FX_GP_Status_Heal_Impact_01",
			OverrideDefaultDescription = true,
		},
		HEAL_SHARING = {
			StatusType = "HEAL_SHARING",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HEAL_SHARING_DisplayName",
			DisplayNameRef = "Soul Mate",
			Description = "HEAL_SHARING_Description",
			DescriptionRef = "Character is receiving healing and armour restoration from linked character.",
			Icon = "Skill_Summoning_SoulMate",
			FormatColor = "Green",
			StatsId = "Stats_HealSharing",
			StackId = "Stack_HealSharing",
		},
		HEAL_SHARING_CASTER = {
			StatusType = "HEAL_SHARING_CASTER",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "HEAL_SHARING_CASTER_DisplayName",
			DisplayNameRef = "Soul Mate",
			Description = "HEAL_SHARING_CASTER_Description",
			DescriptionRef = "Character is sending [1]% of healing and Armour restoration to linked character.",
			DescriptionParams = "HealMultiplier",
			Icon = "Skill_Summoning_SoulMate",
			FormatColor = "Green",
			StatsId = "Stats_HealSharingCaster",
			StackId = "Stack_HealSharing",
			BeamEffect = "RS3_FX_GP_Status_SoulMate_Beam_01",
			HealMultiplier = 100,
		},
		DEV06_ETHEREALSPIKE = {
			StatusType = "INCAPACITATED",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "DEV06_ETHEREALSPIKE_DisplayName",
			DisplayNameRef = "Dream Prison",
			Description = "DEV06_ETHEREALSPIKE_Description",
			DescriptionRef = "Character is incapacitated as long as the Soulmarrow Cage holds.",
			Icon = "Devourer_Ethereal_Prison",
			FormatColor = "Red",
			StatsId = "Stats_Petrified",
			FreezeTime = 500,
		},
		FROZEN = {
			StatusType = "INCAPACITATED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "FROZEN_DisplayName",
			DisplayNameRef = "Frozen",
			Description = "FROZEN_Description",
			DescriptionRef = "Character is frozen like an icicle. Cured by Magic Shell, Bless.",
			Icon = "statIcons_Frozen",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_Frozen_01",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Frozen_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			MaterialParameters = "freezeDirection:SourceDirection",
			SoundStart = "Status_Tex_Frozen_Start",
			SoundLoop = "Status_Tex_Frozen_Loop",
			SoundStop = "Status_Tex_Frozen_Stop",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "FreezeImmunity",
			StatsId = "Stats_Frozen",
			FreezeTime = 3000,
		},
		PETRIFIED = {
			StatusType = "INCAPACITATED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "PETRIFIED_DisplayName",
			DisplayNameRef = "Petrified",
			Description = "PETRIFIED_Description",
			DescriptionRef = "Character is turned to stone. Cured by Magic Shell, Bless.",
			Icon = "statIcons_Petrified",
			FormatColor = "Earth",
			StatusEffect = "RS3_FX_GP_Status_Petrified_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			MaterialParameters = "CharacterHeight:Height",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "PetrifiedImmunity",
			StatsId = "Stats_Petrified",
			FreezeTime = 3000,
		},
		STUNNED = {
			StatusType = "INCAPACITATED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "STUNNED_DisplayName",
			DisplayNameRef = "Stunned",
			Description = "STUNNED_Description",
			DescriptionRef = "Character is paralyzed by electric shock. Cured by Magic Shell, Bless.",
			Icon = "statIcons_Stunned",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_Stunned_01:Dummy_OverheadFX",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Stunned_01",
			MaterialType = "Overlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = false,
			MaterialApplyNormalMap = false,
			SavingThrow = "MagicArmor",
			ImmuneFlag = "StunImmunity",
			StatsId = "Stats_Stunned",
			FreezeTime = 0,
		},
		SLEEPING = {
			StatusType = "INCAPACITATED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "SLEEPING_DisplayName",
			DisplayNameRef = "Sleeping",
			Description = "SLEEPING_Description",
			DescriptionRef = "Character cannot move or cast spells. This status can be broken by damage. Cured by Clear-Minded, Enraged.",
			Icon = "statIcons_Sleeping",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_Sleeping_01:Dummy_OverheadFX",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "SleepingImmunity",
			StatsId = "Stats_Sleeping",
			FreezeTime = 0,
		},
		PERMAFROST = {
			StatusType = "INCAPACITATED",
			ForGameMaster = false,
			InitiateCombat = true,
			BringIntoCombat = true,
			DisplayName = "PERMAFROST_DisplayName",
			DisplayNameRef = "Permafrost",
			Description = "PERMAFROST_Description",
			DescriptionRef = "Character is frozen to the bone",
			Icon = "statIcons_Frozen",
			FormatColor = "Water",
			StatusEffect = "RS3_FX_GP_Status_Permafrost_01",
			StatusEffectOverrideForItems = "RS3_FX_GP_Status_Item_Frozen_01",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			MaterialParameters = "freezeDirection:SourceDirection",
			SoundStart = "Status_Tex_Frozen_Start",
			SoundLoop = "Status_Tex_Frozen_Loop",
			SoundStop = "Status_Tex_Frozen_Stop",
			StatsId = "Stats_PermaFrost",
			FreezeTime = 3000,
			ApplyStatusOnTick = "PERMAFROST_HEAL",
		},
		AUTOMATON_INACTIVE = {
			StatusType = "INCAPACITATED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "AUTOMATON_INACTIVE_DisplayName",
			DisplayNameRef = "Ancestor's Grace",
			Description = "AUTOMATON_INACTIVE_Description",
			DescriptionRef = "Character is invulnerable and restoring  Vitality each turn.",
			Icon = "statIcons_AutomatonInactive",
			FormatColor = "Green",
			StatsId = "Stats_Inactive",
			IsInvulnerable = true,
			ApplyStatusOnTick = "AUTOMATON_HEAL",
		},
		LIE_DYING = {
			StatusType = "INCAPACITATED",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "LIE_DYING_DisplayName",
			DisplayNameRef = "Dying",
			SavingThrow = "None",
			StatsId = "Stats_Lie_Dying",
			IsInvulnerable = true,
			IsResistingDeath = true,
			FreezeTime = 0,
		},
		INVISIBLE = {
			StatusType = "INVISIBLE",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "INVISIBLE_DisplayName",
			DisplayNameRef = "Invisible",
			Description = "INVISIBLE_Description",
			DescriptionRef = "Character is invisible.",
			Icon = "statIcons_WalkShadow",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_ChameleonSkin_01",
			MaterialType = "Replacement",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = false,
			SoundStart = "Status_Tex_Invisible_Start",
			SoundLoop = "Status_Tex_Invisible_Loop",
			SoundStop = "Status_Tex_Invisible_Stop",
			StatsId = "Stats_Invisible",
			StackId = "Stack_Invisible",
		},
		DEV06_SPIRIT_UNCONSCIOUS = {
			StatusType = "KNOCKED_DOWN",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "DEV06_SPIRIT_UNCONSCIOUS_DisplayName",
			DisplayNameRef = "Spirit Form",
			Description = "DEV06_SPIRIT_UNCONSCIOUS_Description",
			DescriptionRef = "Returned to intangible spirit form.",
			Icon = "Skill_Air_ChainLightning_Source",
			FormatColor = "Air",
			MaterialType = "Replacement",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			StatsId = "Stats_SpiritForm",
			Instant = false,
		},
		KNOCKED_DOWN = {
			StatusType = "KNOCKED_DOWN",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "KNOCKED_DOWN_DisplayName",
			DisplayNameRef = "Knocked Down",
			Description = "KNOCKED_DOWN_Description",
			DescriptionRef = "Character is knocked down and cannot move. Cured by Rested.",
			Icon = "statIcons_KnockedDown",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_KnockedDown_01:Dummy_StatusFX",
			SavingThrow = "PhysicalArmor",
			ImmuneFlag = "KnockdownImmunity",
			StatsId = "Stats_KnockedDown",
			Instant = false,
		},
		InstantKnockdown = {
			StatusType = "KNOCKED_DOWN",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "InstantKnockdown_DisplayName",
			DisplayNameRef = "Knocked Down",
			Description = "InstantKnockdown_Description",
			DescriptionRef = "Character is knocked down and cannot move.",
			Icon = "statIcons_KnockedDown",
			FormatColor = "White",
			StatusEffect = "RS3_FX_GP_Status_KnockedDown_01:Dummy_StatusFX",
			SavingThrow = "PhysicalArmor",
			ImmuneFlag = "KnockdownImmunity",
			StatsId = "Stats_KnockedDown",
			Instant = true,
		},
		UNCONSCIOUS = {
			StatusType = "KNOCKED_DOWN",
			ForGameMaster = false,
			InitiateCombat = false,
			BringIntoCombat = false,
			DisplayName = "UNCONSCIOUS_DisplayName",
			DisplayNameRef = "Unconscious",
			Description = "UNCONSCIOUS_Description",
			DescriptionRef = "Character is unconscious",
			Icon = "statIcons_Sleeping",
			FormatColor = "Air",
			StatusEffect = "RS3_FX_GP_Status_KnockedDown_01:Dummy_StatusFX",
			StatsId = "Stats_Unconscious",
			Instant = false,
		},
		SHOCKWAVE = {
			StatusType = "KNOCKED_DOWN",
			ForGameMaster = false,
			InitiateCombat = true,
			BringIntoCombat = true,
			DisplayName = "SHOCKWAVE_DisplayName",
			DisplayNameRef = "EMPTY",
			StatusEffect = "RS3_FX_GP_Status_KnockedDown_01:Dummy_StatusFX",
			Instant = false,
		},
		ENRAGED = {
			StatusType = "MUTED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "ENRAGED_DisplayName",
			DisplayNameRef = "Enraged",
			Description = "ENRAGED_Description",
			DescriptionRef = "Character is enraged.",
			Icon = "statIcons_Raged",
			FormatColor = "Orange",
			StatusEffect = "RS3_FX_GP_Status_Enraged_01:Dummy_StatusFX",
			MaterialType = "FadingOverlay",
			MaterialApplyBody = true,
			MaterialApplyArmor = true,
			MaterialApplyWeapon = true,
			MaterialApplyNormalMap = true,
			MaterialFadeAmount = 3000,
			ImmuneFlag = "EnragedImmunity",
			StatsId = "Stats_Enraged",
			StackId = "Stack_Enraged",
		},
		MUTED = {
			StatusType = "MUTED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "MUTED_DisplayName",
			DisplayNameRef = "Silenced",
			Description = "MUTED_Description",
			DescriptionRef = "Character can no longer use magic.",
			Icon = "statIcons_Muted",
			FormatColor = "LightBlue",
			StatusEffect = "RS3_FX_GP_Status_Silenced_01:Dummy_OverheadFX",
			SavingThrow = "MagicArmor",
			ImmuneFlag = "MuteImmunity",
			StatsId = "Stats_Muted",
			StackId = "Stack_Muted",
		},
		PLAY_DEAD = {
			StatusType = "PLAY_DEAD",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "PLAY_DEAD_DisplayName",
			DisplayNameRef = "Playing Dead",
			Description = "PLAY_DEAD_Description",
			DescriptionRef = "Character is pretending to be dead, making enemies lose interest.",
			Icon = "Skill_Racial_PlayDead",
			FormatColor = "White",
			StatsId = "Stats_PlayDead",
			StackId = "Stack_PlayDead",
			FreezeCooldowns = true,
		},
		CHICKEN = {
			StatusType = "POLYMORPHED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "CHICKEN_DisplayName",
			DisplayNameRef = "Chicken Shape",
			Description = "CHICKEN_Description",
			DescriptionRef = "Can't attack, cast or interact with objects.",
			Icon = "Skill_Polymorph_ChickenTouch",
			FormatColor = "White",
			SavingThrow = "PhysicalArmor",
			ImmuneFlag = "ChickenImmunity",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			LoseControl = true,
			PolymorphResult = "98735d91-3d54-4083-922b-4b72c49c27ba",
			DisableInteractions = true,
		},
		COW = {
			StatusType = "POLYMORPHED",
			ForGameMaster = true,
			InitiateCombat = true,
			DisplayName = "COW_DisplayName",
			DisplayNameRef = "Cow Shape",
			Description = "COW_Description",
			DescriptionRef = "Can't cast, attack, or interact with objects.",
			Icon = "Skill_Animals_Cow_B",
			FormatColor = "White",
			ApplyEffect = "RS3_FX_GP_ScriptedEvent_CowPolymorph_01",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			LoseControl = true,
			PolymorphResult = "bddfe54e-c508-48f9-b671-e15f3bb9b389",
			DisableInteractions = true,
		},
		ZOMBIE_CHICKEN = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "ZOMBIE_CHICKEN_DisplayName",
			DisplayNameRef = "Zombie Chicken Shape",
			Description = "ZOMBIE_CHICKEN_Description",
			DescriptionRef = "Can't attack, cast or interact with objects.",
			Icon = "Skill_Polymorph_ChickenTouch",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed_ZombieChicken",
			StackId = "Stack_Polymorphing",
			LoseControl = true,
			PolymorphResult = "200b4818-3428-443c-8d2a-3d60b7692af2",
			DisableInteractions = true,
		},
		PUZZLE_RAT = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = true,
			DisplayName = "PUZZLE_RAT_DisplayName",
			DisplayNameRef = "Rat Shape",
			Description = "PUZZLE_RAT_Description",
			DescriptionRef = "Can't attack, cast or interact with objects. Can move.",
			Icon = "Skill_Animals_Rat_A",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed_PuzzleRat",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "46ecb390-a4e3-4e9a-93a9-562e378143aa",
			DisableInteractions = true,
		},
		SHAPESHIFT_HUMAN = {
			StatusType = "POLYMORPHED",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "SHAPESHIFT_HUMAN_DisplayName",
			DisplayNameRef = "Human Shape",
			Icon = "Skill_Mask_TurnIntoHuman",
			FormatColor = "White",
			ApplyEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusApplied_Root_01,Detach",
			StatusEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusEffect_Root_01",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Human",
		},
		SHAPESHIFT_LIZARD = {
			StatusType = "POLYMORPHED",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "SHAPESHIFT_LIZARD_DisplayName",
			DisplayNameRef = "Lizard Shape",
			Icon = "Skill_Mask_TurnIntoLizard",
			FormatColor = "White",
			ApplyEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusApplied_Root_01,Detach",
			StatusEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusEffect_Root_01",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Lizard",
		},
		SHAPESHIFT_DWARF = {
			StatusType = "POLYMORPHED",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "SHAPESHIFT_DWARF_DisplayName",
			DisplayNameRef = "Dwarf Shape",
			Icon = "Skill_Mask_TurnIntoDwarf",
			FormatColor = "White",
			ApplyEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusApplied_Root_01,Detach",
			StatusEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusEffect_Root_01",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Dwarf",
		},
		SHAPESHIFT_ELF = {
			StatusType = "POLYMORPHED",
			ForGameMaster = true,
			InitiateCombat = false,
			DisplayName = "SHAPESHIFT_ELF_DisplayName",
			DisplayNameRef = "Elf  Shape",
			Icon = "Skill_Mask_TurnIntoElf",
			FormatColor = "White",
			ApplyEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusApplied_Root_01,Detach",
			StatusEffect = "RS3_FX_Skills_Polymorph_Soul_TurnInto_StatusEffect_Root_01",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Elf",
		},
		UNDEAD_HUMAN = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_HUMAN_DisplayName",
			DisplayNameRef = "Living Form",
			Icon = "unknown",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Human",
			Toggle = true,
			RetainSkills = "Shout_Undead_PolymorphIntoHuman",
		},
		UNDEAD_LIZARD = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_LIZARD_DisplayName",
			DisplayNameRef = "Living Form",
			Icon = "unknown",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Lizard",
			Toggle = true,
			RetainSkills = "Shout_Undead_PolymorphIntoLizard",
		},
		UNDEAD_DWARF = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_DWARF_DisplayName",
			DisplayNameRef = "Living Form",
			Icon = "unknown",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Dwarf",
			Toggle = true,
			RetainSkills = "Shout_Undead_PolymorphIntoDwarf",
		},
		UNDEAD_ELF = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_ELF_DisplayName",
			DisplayNameRef = "Living Form",
			Icon = "unknown",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Elf",
			Toggle = true,
			RetainSkills = "Shout_Undead_PolymorphIntoElf",
		},
		UNDEAD_IFAN = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_IFAN_DisplayName",
			DisplayNameRef = "Living Form",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Undead_Human",
		},
		UNDEAD_LOHSE = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_LOHSE_DisplayName",
			DisplayNameRef = "Living Form",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Undead_Human",
		},
		UNDEAD_BEAST = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_BEAST_DisplayName",
			DisplayNameRef = "Living Form",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Undead_Dwarf",
		},
		UNDEAD_SEBILLE = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_SEBILLE_DisplayName",
			DisplayNameRef = "Living Form",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Undead_Elf",
		},
		UNDEAD_RED_PRINCE = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "UNDEAD_RED_PRINCE_DisplayName",
			DisplayNameRef = "Living Form",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Undead_Lizard",
		},
		FANE_ELF = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "FANE_ELF_DisplayName",
			DisplayNameRef = "Living Form",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			PolymorphResult = "Elf",
			Toggle = true,
			RetainSkills = "Shout_Undead_PolymorphIntoElf",
		},
		DALLISDRAGON = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DALLISDRAGON_DisplayName",
			DisplayNameRef = "Dragon Form",
			Description = "DALLISDRAGON_Description",
			DescriptionRef = "Change into the form of a dragon, switching racial talents, skills and tags.",
			Icon = "Portrait_Creatures_PurgedDragon_A",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			IsInvulnerable = true,
			PolymorphResult = "2dc14505-a3a3-4770-8dde-451f6ce2369e",
		},
		DALLISDRAGON_COMBAT = {
			StatusType = "POLYMORPHED",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "DALLISDRAGON_DisplayName",
			DisplayNameRef = "Dragon Form",
			Description = "DALLISDRAGON_Description",
			DescriptionRef = "Change into the form of a dragon, switching racial talents, skills and tags.",
			Icon = "Portrait_Creatures_PurgedDragon_A",
			FormatColor = "White",
			StatsId = "Stats_Polymorphed",
			StackId = "Stack_Polymorphing",
			IsInvulnerable = false,
			PolymorphResult = "2dc14505-a3a3-4770-8dde-451f6ce2369e",
		},
		SPARKING_SWINGS = {
			StatusType = "SPARK",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SPARKING_SWINGS_DisplayName",
			DisplayNameRef = "Sparkstriker",
			Description = "SPARKING_SWINGS_Description",
			DescriptionRef = "Hitting enemies with melee hits will cause fiery sparks to be striken off at nearby enemies.",
			Icon = "Skill_Skillcrafting_Fire_SparkingSwings",
			FormatColor = "Green",
			StatsId = "Stats_SparkingSwings",
			StackId = "Stack_Spark",
			StackPriority = 0,
			Projectile = "Projectile_Status_Spark",
			Radius = 13,
			Charges = -1.0,
			TargetConditions = "Character;Enemy;NonSelf",
		},
		SPARK_MASTER = {
			StatusType = "SPARK",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "SPARK_MASTER_DisplayName",
			DisplayNameRef = "Sparkmaster",
			Description = "SPARK_MASTER_Description",
			DescriptionRef = "Hitting enemies with melee hits will cause fiery sparks to be striken off at nearby enemies. Sparks can fork up to 2 times.",
			Icon = "Skill_Skillcrafting_Fire_MasterOfSparks",
			FormatColor = "Green",
			StatsId = "Stats_SparkMaster",
			StackId = "Stack_Spark",
			StackPriority = 1,
			Projectile = "Projectile_Status_GreaterSpark",
			Radius = 13,
			Charges = -1.0,
			TargetConditions = "Character;Enemy;NonSelf",
		},
		ElementalTortoise = {
			StatusType = "STANCE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "ElementalTortoise_DisplayName",
			DisplayNameRef = "Elemental Tortoise",
			Icon = "Skill_Warrior_ElementalTortoise",
			FormatColor = "White",
			StatsId = "SKILLBOOST_ElementalTortoise",
			StackId = "SKILLBOOST_ElementalTortoise",
		},
		BarbedCoat = {
			StatusType = "STANCE",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "BarbedCoat_DisplayName",
			DisplayNameRef = "Barbed Coat",
			Icon = "Skill_Warrior_BarbedCoat",
			FormatColor = "White",
			StatsId = "SKILLBOOST_BarbedCoat",
			StackId = "SKILLBOOST_BarbedCoat",
		},
		JUMP_FLIGHT = {
			StatusType = "THROWN",
			ForGameMaster = false,
			InitiateCombat = false,
			DisplayName = "JUMP_FLIGHT_DisplayName",
			DisplayNameRef = "Flight",
			StackId = "Stack_EquipItem",
			Items = "ARM_Wings",
		},
	}